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Giant Gasbags and Movers

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User avatar Tarydax
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Subject: Giant Gasbags and Movers

Post Posted: 26 Jul 2013, 21:52

I have a sequence where I want a Giant Gasbag to appear from a lift (like how the Skaarj Elder shows up in Location Z-14), but it isn't working at all. The mover goes right through the Gasbag if it's set to IgnoreWhenEncroach or CrushWhenEncroach. I set the Gasbag's physics to PHYS_Falling, and I thought that worked, but after trying it once, he got stuck in the mover and took a while to get out of it. After rebuilding the map, now it isn't doing anything at all. I changed the lift to an attach mover, and I thought that would work, but it hasn't made a difference. It's almost as if the Gasbag isn't even attached to the mover.

I replaced the Gasbag with a Skaarj and it worked fine. Why isn't this working for the Gasbag?
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redeye
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Subject: Re: Giant Gasbags and Movers

Post Posted: 26 Jul 2013, 21:56

Maybe check out movement properties.
Last edited by redeye on 28 Jul 2013, 01:38, edited 1 time in total.
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User avatar Jet v4.3.5
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Subject: Re: Giant Gasbags and Movers

Post Posted: 26 Jul 2013, 22:52

Well firstly, why is a gasbag using an elevator? Second, why not use alarm points so he can fly to where you want him on his own?
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User avatar TheIronKnuckle
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Subject: Re: Giant Gasbags and Movers

Post Posted: 26 Jul 2013, 23:37

yeah, +1 for the alarm points recommendation.
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redeye
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 00:06

-1 for alarm point
Last edited by redeye on 28 Jul 2013, 01:38, edited 1 time in total.
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User avatar TheIronKnuckle
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 01:33

as far as i can tell teridax doesn't care about it actually being on the mover, and he's just trying to achieve a certain visual effect. With that in mind it doesn't really matter how it works so long as it looks how he wants it to. Maybe your method works, but tbh I have no idea what you're talking about XD.
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User avatar ividyon
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 01:42

redeye wrote:make a block monster actor movable and attach it to the mover, low height and radius enough to cover the collision of the gasbag.

What? How does that even help?
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User avatar Buff Skeleton
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 02:01

This is an incredibly simple problem, but is actually relatively complex to solve for flying pawns. The best solution depends on what you're trying to do, specifically. I'm guessing you want this thing to rise up once and only once?

Here's what UArch wrote for EXU's Archdemon many moons ago, which we needed to rise up out of a pit of magma without getting stuck. It's basically an idle state you set the pawn's Orders to, then trigger it when you want it to rise up. RiseHeight is how high in UUs you want it to move, so measure that out first (place one Giant Gasbag at the bottom, and one where you want it to start attacking when it's done rising, then compare the difference of the Location.Z values).

Here's the code:

Code: Select all

//======================================================================================================
state Rising
{
   ignores SeePlayer, HearNoise, Bump, TakeDamage;

   function Trigger( actor Other, pawn EventInstigator )
   {
      if(EventInstigator.bIsPlayer)
      {
         AttitudeToPlayer = ATTITUDE_Hate;
         Enemy = EventInstigator;
         GotoState('Rising', 'RiseMyPrettiesRISE');
      }
      Disable('Trigger');
   }

   function BeginState()
   {
      bProjTarget = false; // prevents seeking projectiles and other sort of things (like autoaim) from targeting this pawn before its triggered
   }

RiseMyPrettiesRISE:
   SetCollisionSize(0, Default.CollisionHeight);
   destination = location + vect(0,0,1)*RiseHeight;
   moveto(destination, 0.4); //this is like sleep, the next line of code wont happen till it completes
   if(risenanim!='')
   {
      playanim('risenanim');
      finishanim(); //wait for anim to complete before proceeding
   }
   bProjTarget = true;
   SetCollisionSize(Default.CollisionRadius, Default.CollisionHeight);

   // do other junknstuff here, like trigger events, spawn flarecrates everywhere, gpf the game etc after finished rising and optionally playing risenanim

   GotoState('Attacking'); //attack the fool responsible for triggering
}
Last edited by Buff Skeleton on 27 Jul 2013, 02:01, edited 1 time in total.
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User avatar Tarydax
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 02:01

Jet v4.3.5 wrote:Well firstly, why is a gasbag using an elevator? Second, why not use alarm points so he can fly to where you want him on his own?


Meh, when I tried using alarm points the gasbag was really inconsistent about moving. Sometimes he would do what he was supposed to, and other times he wouldn't do anything at all. The main reason I wanted to use an elevator was so that he would do what he was supposed to no matter what, but that seems to be just as inconsistent as the alarm point system I had set up.
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redeye
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 03:22

Gasbag will work
Last edited by redeye on 28 Jul 2013, 01:40, edited 1 time in total.
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redeye
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 03:28

ividyon wrote:
redeye wrote:make a block monster actor movable and attach it to the mover, low height and radius enough to cover the collision of the gasbag.

What? How does that even help?


It does.
Last edited by redeye on 28 Jul 2013, 02:22, edited 2 times in total.
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User avatar TheIronKnuckle
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 03:32

RiseMyPrettiesRISE;


I love that in the modding community you find this sort of thing in actual/production code :lol:
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User avatar Buff Skeleton
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Subject: Re: Giant Gasbags and Movers

Post Posted: 27 Jul 2013, 05:26

TheIronKnuckle wrote:
RiseMyPrettiesRISE;


I love that in the modding community you find this sort of thing in actual/production code :lol:


Tip of the iceberg m'friend
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User avatar Tarydax
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Subject: Re: Giant Gasbags and Movers

Post Posted: 28 Jul 2013, 00:54

That rising code works really well, thanks a ton :tup:
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User avatar []KAOS[]Casey
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Subject: Re: Giant Gasbags and Movers

Post Posted: 29 Jul 2013, 06:27

TheIronKnuckle wrote:
RiseMyPrettiesRISE;


I love that in the modding community you find this sort of thing in actual/production code :lol:

and remember

tims profanity code rules

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