Jump to content
The Dark Mod Forums

time dependent movement


Johannes Burock

Recommended Posts

want tio create a moving object, it should be a pendulum, which is frequently changing the direction of the swing, but not the direction of the entity itself...

 

normaly i create this with a func_pendulum and a func_rotating but with this the entity is rotating as well...

 

so is it in anyway possible to give the direction of the angle or shake spawnarg a time dependent parameter ( like sin(t) ) or is this a bigger skripting thing ? or a easyer one and i think it is not so easy wink.gif?

Link to comment
Share on other sites

If you are binding the pendulum to the rotator and want the pendulum object to rename orientated the same way throughout then also give the pendulum:

 

BindOrientated 0

 

See:

 

http://modetwo.net/d...=BindOrientated

 

Hope that does what you want? :)

 

ähhh no laugh.gif. the problem is hard to explain, in german as well, but with my language knowledge...thats not possible in english XD.

so i bring the problem to one single point:

 

in func pendulum i can change the angle spawnarg to set the swing direction. is it possible to give the angle spawnarc a thing like sin(t), so that it is a changing swing direction over time? same problem with the func shaking and the shake spawnarg...

Edited by Johannes Burock
Link to comment
Share on other sites

ähhh no laugh.gif. the problem is hard to explain, in german as well, but with my language knowledge...thats not possible in english XD.

so i bring the problem to one single point:

 

in func pendulum i can change the angle spawnarg to set the swing direction. is it possible to give the angle spawnarc a thing like sin(t), so that it is a changing swing direction over time? same problem with the func shaking and the shake spawnarg...

 

No, I don't think so. But it would be possible to either add code support for this, or write a script that does this (adjust the position of the entity in each frame to the proper position/angle).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

I just tested this and it does work even without BindOriented - at least with models. I used a ladder and a cog. The ladder swung back and forth and also gradually turned its angle of swing. Just bind the pendulum to a rotator.

Link to comment
Share on other sites

I just tested this and it does work even without BindOriented - at least with models. I used a ladder and a cog. The ladder swung back and forth and also gradually turned its angle of swing. Just bind the pendulum to a rotator.

 

thats the way i normaly do...but the modell is now rotating as well, and that shouldnt

Link to comment
Share on other sites

But what I originally said works perfectly. :)

 

bind the pendulum to the rotator.

give the pendulum bindOrientated 0

 

The pendulum then travels around the rotator but stays orientated the same way.

 

Are you sure you didn't use 1 instead of 0? 1 is the default and the pendulum turns and its swing turns too. But if you 0 then it stays pointing the same way and swings the same way, eg, always north/south.

 

Or do you mean you want it to face the same way the swing to rotate? If so then bind a small invisible pendulum to the rotator and the visible pendulum bind to that but with bindOrientated 0. :)

Link to comment
Share on other sites

OK, I've found a way:

 

bind a pendulum to a rotator as normal

bind another rotator to the pendulum

 

The second rotator becomes the visible pendulum. It stays pointing the same way but its swing rotates.

 

Now I expected the second rotator to have the same speed as the first rotator but negative to cancel it out. That is what I was trying to do. But in fact it went twice the speed so I gave it exactly the same positive speed and it works! :)

  • Like 1
Link to comment
Share on other sites

OK, I've found a way:

 

bind a pendulum to a rotator as normal

bind another rotator to the pendulum

 

The second rotator becomes the visible pendulum. It stays pointing the same way but its swing rotates.

 

Now I expected the second rotator to have the same speed as the first rotator but negative to cancel it out. That is what I was trying to do. But in fact it went twice the speed so I gave it exactly the same positive speed and it works! :)

 

argh, i also had this idea, but i wanted to bind the modell to a second "negative"rotator and that didnt run (i think because of binding to 2 things)...but i missed the step to change the modell to a func_rotator itself ph34r.gif.

Thanks for this little punch Fidcal^^

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 4 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...