Re: Object Manipulation
Posted by Yesurbius on
Fri Dec 31st 2004 at 3:07am
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Dec 31st 2004
In one of the maps with the car, you come to a road station, and need
to find 3 car batteries, and put them on the shelf, to create enough
power to open the gate.
I think the system behind it is the same as in Dr. Kleiner's lab, where you have to plug in the power connector.
II am curious how this is done. I imagine it would be a two step
process, one to define that the two objects are able to come together,
and finally an output once they do come together.
If someone could let me know how to accomplish this, or point me to an example - it'd be appreciated.
Re: Object Manipulation
Posted by Nickelplate on
Fri Dec 31st 2004 at 3:16am
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Nov 23rd 2004
Occupation: Prince of Pleasure
Location: US
You make a rope with the carr-battery model at the end (make the battery's parent be the keyframe_rope and the Keyframe_rope's parent the move_rope) then in the rop properties make it be detached at start (set "start dangling" tag to YES). that way the battery will snap into place when you drop it close enough. Then make the rope width be 0. and there you have it. This is the same principle as the plug that you have to plug in in klieners lab, you were right only with that, the model at the end was different and the rope was visible!
Re: Object Manipulation
Posted by Zeon on
Fri Dec 31st 2004 at 5:05am
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Dec 22nd 2004
Location: USA
Lemme tell ya...that plug system in Kleiner's lab is a real beast. You can find a working version of it in dm_lockdown...which is where I grabbed it and started learning how to use logic_relays. If you've never worked with a whole system (more than 2) of entities working together, that's a good place to start :wink: .
I think Nickelplate has a very good option for getting what you need done. Another way that I can see to do it would be to involve logic_compare's and filter activations. Not pretty. Try Nickelplate's first, lol.
Re: Object Manipulation
Posted by Yesurbius on
Fri Dec 31st 2004 at 9:51pm
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Dec 31st 2004
Sorry for the long code dump - was trying to put it within a window -
not sure on the markup element to do that ... tried 'code' and
obviously it did not work.
Re: Object Manipulation
Posted by Zeon on
Fri Dec 31st 2004 at 10:03pm
Posted
2004-12-31 10:03pm
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Registered:
Dec 22nd 2004
Location: USA
From how you describe it, it almost sounds like you need an input filter. I don't really know how to tell you how to use one (which would be why I don't write tutorials, lol), but I'll just refer you again to the kleiner plug system that you can find in dm_lockdown. Basically I would just copy all of the components (there is a logic_relay that's kind of off by its self..don't forget that one), paste them into a simple box map, and dissect it. It should show you what you might be missing...ie how to make the battery "connect".
Also, the problem you have with the cord being super stretchy sounds like you need a phys_lengthconstraint on the cord.
Re: Object Manipulation
Posted by Yesurbius on
Sun Jan 2nd 2005 at 4:37am
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Dec 31st 2004
Zeon, you were right. I have been working for past few days
on ripping apart the dm_lockdown plug system and rebuilding it. I
wrote a tutorial as well which I am going to post in a new thread
shortly titled "Tutorial: Power Plugs" / Using trigger_teleport
to 'snap' physic brushes into place.
As for this thread, I had accidently clicked on 'correct' answer .. I am sorry.