Jump to content
The Dark Mod Forums

Elevator not moving...


AluminumHaste

Recommended Posts

So i followed this tutorial on multi floor elevators: http://wiki.thedarkmod.com/index.php/...rs,_multi-floor and the buttons don't make a clicking noise and nothing happens...This is a very good tutorial and I followed all the steps, this was working before but it's not now.

 

Does anyone have any insight?

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

I've raised this problem before that by default buttons and levers don't work. I think really they need a non-zero default. Nobody really cares in most cases whether a lever moves 30 degrees or 40 degrees or a button moves one centimetre or three - they don't usually care about it being a mover; only about its function as a button or lever.

Link to comment
Share on other sites

By 'should' do you mean 'I would expect it to be 0,0,0' or do you mean 'it is best for it to be 0,0,0', ie, it is best for it to fail by default.

 

It failed because when the entity is created it's missing the "translate" key afaik.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

It failed because when the entity is created it's missing the "translate" key afaik.

 

Greebo added an "editor_setkey" (or so) spawnarg which makes it possible to add/create a translate key by default :)

"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've now given the button and elevator button a default translate of 0 0.5 0 which fits the default model button (if you can find it!) north south. So it will work by default and it will also show by default in entity inspector so can be changed easily for other directions.

 

Similarly the lever now has 0 0 45 rotate which again fits the default lever direction - up down facing south.

Link to comment
Share on other sites

It's probably colliding with the rope or the arrow. Did you try putting a rope arrow in the top of the elevator and seeing if it can go up?

 

I sure did and it continues on up and the rope deploys and then goes through the elevator. But on the way down as soon as the rope is deployed the rope stops moving, like physics calculations have stopped working or something and the elevator stops.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Something extremely similar happens to physics props as well.

Rope arrow planted on top of a crate (movie)

Rope arrow planted below the crate (movie)

 

One guess is that it might have something to do with the actual arrow behaving like a func_static when it hits and deploys (looking at weapon_ropearrow.def). Since D3 deals with calculating collisions instead of weight, perhaps the crate thinks it's colliding with a func_static and sits still?

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

Something extremely similar happens to physics props as well.

Rope arrow planted on top of a crate (movie)

Rope arrow planted below the crate (movie)

 

One guess is that it might have something to do with the actual arrow behaving like a func_static when it hits and deploys (looking at weapon_ropearrow.def). Since D3 deals with calculating collisions instead of weight, perhaps the crate thinks it's colliding with a func_static and sits still?

 

See for me the difference is that when I put an arrow in the top of the elevator platform, it keeps going up, I can climb the rope and swing and stuff. As soon as the elevator starts going back down though, if there's an arrow in the elevator anywhere it stops moving, as soon as I take the arrow out, it keeps moving. Incidentally the elevator sound keeps looping like normal even if it's stopped.

 

The first elevator that I made was one elevator entity, and it stopped working up or down, as soon as I put an arrow into it. So to get around that, I made the elevator entity itself just a small 1 foot by 1 foot by 1 foot square and built some brushes around it. I then converted these brushes to func_statics and bound them to the elevator. This worked except for the current situation in which the elevator is going back down and the arrow causes it to stop working.

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

Something extremely similar happens to physics props as well.

Rope arrow planted on top of a crate (movie)

Rope arrow planted below the crate (movie)

 

One guess is that it might have something to do with the actual arrow behaving like a func_static when it hits and deploys (looking at weapon_ropearrow.def). Since D3 deals with calculating collisions instead of weight, perhaps the crate thinks it's colliding with a func_static and sits still?

Those vids are great (especially the second one :laugh:). Thanks for this info, it's been tracked.

Link to comment
Share on other sites

I think this behavior has come and gone a few times based on whether we set the rope arrow solid. Setting it solid fixes some other issues, but causes this issue. I thought we also had a setting such that the bindmaster wouldn't collide with bound team members, but that doesn't seem to be working here.

Link to comment
Share on other sites

I think this behavior has come and gone a few times based on whether we set the rope arrow solid. Setting it solid fixes some other issues, but causes this issue. I thought we also had a setting such that the bindmaster wouldn't collide with bound team members, but that doesn't seem to be working here.

 

Isn't the elevator a mover, too, and does this change somethings (e.g. opposed if you shoot an arrow into a crate which is a moveable?)

"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

/****************************************
*******************************
weapon_ropearrow.def
****************************************
*******************************/
...
...
...
// greebo: Set the attachment arrows to func_static, otherwise they collide with the fired projectile
"spawnclass" "idStaticEntity"
"noclipmodel" "1"

"frobable"	"0"
"angles"	"90 0 0"
"origin"	"31.2 0 0"
"noshadows"	"1"
}
...
...
...
// bind arrow to object when it collides

"bindOnImpact"				"1"
}

// result inherits the broadhead
entityDef result_arrow_ropearrow
{
"inherit"		"result_arrow_broadhead"

"def_active_spawn_obj"	"ammo_ropearrow_small"

"copy_bind"		"1"
"remove_delay"	"1"

"snd_active"		"arrow_rope_deploy"
}

It seems simple enough (Without seeing any of the other scripts it calls), I don't see why setting it solid (idStaticEntity) should cause any problem with this kind of behavior.

 

Edit: I've also quickly made an elevator in DR. I get the same kind of behavior that AluminumHaste has.

Edited by Mortem Desino

yay seuss crease touss dome in ouss nose tair

Link to comment
Share on other sites

You can't tell all that much from the def file. To really see what's going on, you'll have to look at the actual physics code in the SDK where the mover tries to move and checks if it's blocked. Ideally it should not be blocked by things bound to it, but we don't want it to clip into the rope in this case either.

 

If you'd like to help with our physics code, we could definitely use another person working on that.

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.
      · 2 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...