pendulums...
Moderator: Core Staff
pendulums...
n e 1 know how 2 make them? cod radiant is such a piece of crap that loads of stuff don't work properly but its the only thing 2 use if u try 2 make pedulums with origin and brushmodel and u load the map then it will same something like bad mover state, n e 1 got ideas?
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This is definitly something that needs to be scripted. (I will look into it).
The problem is though, if you plan on jumping on to a moving object, the player start moving very strangly
The problem is though, if you plan on jumping on to a moving object, the player start moving very strangly
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func_pendulum is not supported by CoD and instantly crashes when map is run. (same for func_bobbing).woCooM wrote:it should work without scripting.. ill have a play when i get the chance
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Theres a mapping program that maps for loads of different games (mostly made in quake engine) called Quark http://dynamic.gamespy.com/~quark/ Can use it for CoD mapping. That might have a working func_pendulum. I havent tried it myself but I have been told its good, will try it soon.
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its not the fact that it doesnt have func_rotating. its just CoD itself does not allow it...Noodle wrote:Theres a mapping program that maps for loads of different games (mostly made in quake engine) called Quark http://dynamic.gamespy.com/~quark/ Can use it for CoD mapping. That might have a working func_pendulum. I havent tried it myself but I have been told its good, will try it soon.
Anyway, i believe I have it working.
Will post up the details in a minute.
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Ok, first create the pendulum with and add an origin brush for the origin.
Select all objects + origin and Right-Click > Script < Brushmodel
Press 'n' to bring up the entities window.
Put Key/Value as "targetname" "pendulum" (pendulum can be any name)
And thats all for the mapping.
For the script
add "maps\mp\pendulum_fx::main();" in your main gsc file
and create a gsc file called pendulum_fx.
In that file add this code
**********Start**********
main ()
{
thread pendulum();
}
pendulum ()
{
swing = getent ("pendulum","targetname"); Swing can be any name, and pendulum must be the same as the target name you gave it).
while (1)
{
swing rotateto ((0, 0, 50), 1, 0.5, 0.5); Format = (x, y, z), time, accel, decel). xyz= angle it rotates to on the set axis. time = time it takes. Accel and decel are the speed up and slow down of the rotate. Use this to make the pendulum look realistic
swing waittill ("rotatedone");
wait (0);
swing rotateto ((0, 0, -50), 1, 0.5, 0.5); Angles must be opposite to above to make a mirror image of the rotation.
swing waittill ("rotatedone");
}
}
**********End**********
Remove everything in italic.
Hope that helps
Select all objects + origin and Right-Click > Script < Brushmodel
Press 'n' to bring up the entities window.
Put Key/Value as "targetname" "pendulum" (pendulum can be any name)
And thats all for the mapping.
For the script
add "maps\mp\pendulum_fx::main();" in your main gsc file
and create a gsc file called pendulum_fx.
In that file add this code
**********Start**********
main ()
{
thread pendulum();
}
pendulum ()
{
swing = getent ("pendulum","targetname"); Swing can be any name, and pendulum must be the same as the target name you gave it).
while (1)
{
swing rotateto ((0, 0, 50), 1, 0.5, 0.5); Format = (x, y, z), time, accel, decel). xyz= angle it rotates to on the set axis. time = time it takes. Accel and decel are the speed up and slow down of the rotate. Use this to make the pendulum look realistic
swing waittill ("rotatedone");
wait (0);
swing rotateto ((0, 0, -50), 1, 0.5, 0.5); Angles must be opposite to above to make a mirror image of the rotation.
swing waittill ("rotatedone");
}
}
**********End**********
Remove everything in italic.
Hope that helps
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If you plan on having someone use it (get on and travel sorta thing) then you will neep to add an extra 'lip' around the pendulum, otherwise the pendulum gets stuck when your are on it.
I also added a 1 second wait time for people to get on and off.
**********Start**********
main ()
{
thread pendulum();
}
pendulum ()
{
swing = getent ("pendulum","targetname");
while (1)
{
swing rotateto ((0, 0, 45), 1, 0.5, 0.5);
swing waittill ("rotatedone");
wait (1);
swing rotateto ((0, 0, -45), 1, 0.5, 0.5);
swing waittill ("rotatedone");
wait (1);
}
}
*********END**********
Also 50 degrees is too much, the player slips off, but 45 degrees is fine.
I also added a 1 second wait time for people to get on and off.
**********Start**********
main ()
{
thread pendulum();
}
pendulum ()
{
swing = getent ("pendulum","targetname");
while (1)
{
swing rotateto ((0, 0, 45), 1, 0.5, 0.5);
swing waittill ("rotatedone");
wait (1);
swing rotateto ((0, 0, -45), 1, 0.5, 0.5);
swing waittill ("rotatedone");
wait (1);
}
}
*********END**********
Also 50 degrees is too much, the player slips off, but 45 degrees is fine.
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I have a few things to do first (such as my Indiana Jones scene ) but after that I will upload a .map file with the .gsc files I used.
And btw, I will also not do it until you register as a member to the forums
And btw, I will also not do it until you register as a member to the forums
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