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Hot Topic (More than 10 Replies) Attached meshes problem (Read 3360 times)
GcSkaarj
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Attached meshes problem
Apr 27th, 2010 at 1:09am
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When I attach a mesh to a mover that rotate and move, the mesh only follow the linear movement, but no the rotation, so I can't figure it out how to make a mesh rotate, is there a way to do this, or this feature is not enable in the game?
  
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[]KAOS[]Casey
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Re: Attached meshes problem
Reply #1 - Apr 27th, 2010 at 1:40am
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attach a mesh? You mean an actor with a particular mesh for decoration?

You could do a quick hack in a MyLevel actor.

I don't know if there's some bool value or whatnot to allow based actors to keep same rotation or what. although PHYS_Trailer does this for ShieldBelt I have no idea how to attach it to a mover. I would assume you would need to manually set it's owner and use phys_trailer and a prepivot or something.

Hack should be something simple..

simulated Function Tick(float deltatime)
{
     if(Base != None)
         SetRotation(Base.Rotation);
}

Make sure to set the MyLevel actor's remoterole to role_simulatedproxy

I would wait for a mapper's opinion though.
  
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GcSkaarj
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Re: Attached meshes problem
Reply #2 - Apr 27th, 2010 at 2:33am
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[]KAOS[]Casey wrote on Apr 27th, 2010 at 1:40am:
attach a mesh? You mean an actor with a particular mesh for decoration?

You could do a quick hack in a MyLevel actor.

I don't know if there's some bool value or whatnot to allow based actors to keep same rotation or what. although PHYS_Trailer does this for ShieldBelt I have no idea how to attach it to a mover. I would assume you would need to manually set it's owner and use phys_trailer and a prepivot or something.

Hack should be something simple..

simulated Function Tick(float deltatime)
{
    if(Base != None)
         SetRotation(Base.Rotation);
}

Make sure to set the MyLevel actor's remoterole to role_simulatedproxy

I would wait for a mapper's opinion though.


Well, I have created  a MyLevel class under actor, put the code and changing it's networking/RemoteRole, then I have compiled it, it shows in the actor classes but now, how do enable it?

Basically the idea is to attach a bell mesh decoration to a mover, so the pivot of the mover is in the center/top for make a static point for swinging.

Code:
================================
// MyLevel.
//===================================
class MyLevel expands Actor;

simulated Function Tick(float deltatime)
{
   if(Base != None)
        SetRotation(Base.Rotation);
}

defaultproperties
{
    RemoteRole=ROLE_SimulatedProxy
}
  
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スマイル・ドラゴン
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Re: Attached meshes problem
Reply #3 - Apr 27th, 2010 at 6:17am
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These might be of use:
Code
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var bool				  bAnimByOwner;	 // Animation dictated by owner.
var			  bool		  bTrailerSameRotation;	// If PHYS_Trailer and true, have same rotation as owner. 



Set, bTrailerSameRotation to true in default properties, you must do this through the UnrealED Log.
  

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Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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GcSkaarj
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Re: Attached meshes problem
Reply #4 - Apr 27th, 2010 at 4:09pm
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スマイル・ドラゴン wrote on Apr 27th, 2010 at 6:17am:
These might be of use:
Code
Select All
var bool				  bAnimByOwner;	 // Animation dictated by owner.
var			  bool		  bTrailerSameRotation;	// If PHYS_Trailer and true, have same rotation as owner. 



Set, bTrailerSameRotation to true in default properties, you must do this through the UnrealED Log.


But where I must add this code?
In the recent created MyLevel.uc?
In a new class of a decoration actor?

I tried both, but nothing happens, in fact if it is added to the new MyLevel, compiling it in ucc trow this error:

Parsing MyLevel
C:\Unreal\rotating\Classes\MyLevel.uc(6) : Warning, 'bAnimByOwner' obscures 'bAnimByOwner' defined in base class 'Actor'.
C:\Unreal\rotating\Classes\MyLevel.uc(7) : Warning, 'bTrailerSameRotation' obscures 'bTrailerSameRotation' defined in base class 'Actor'.

  
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スマイル・ドラゴン
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Re: Attached meshes problem
Reply #5 - Apr 28th, 2010 at 4:18am
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...

No, I said you have to set the variables in DefaultProperties or in UnrealED's Log

In UnrealED's Log type the following:

Code
Select All
set <actorgoeshere> bTrailerSameRotation true 



You will get no confirmation about it being set to true, but that is normal.

For default properties, you need to do something like this:
Code
Select All
defaultproperties
{
     bTrailerSameRotation=True
} 



DO NOT MAKE ANY ATTEMPTS TO REDEFINE THE VARIABLES IN SUBCLASSES OF ACTOR EVER!!!!!!

I hope I made myself clear.... Best of luck, and be sure Physics is set to PHYS_Trailer.
  

“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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GcSkaarj
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Re: Attached meshes problem
Reply #6 - Apr 28th, 2010 at 2:41pm
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スマイル・ドラゴン wrote on Apr 28th, 2010 at 4:18am:
...

No, I said you have to set the variables in DefaultProperties or in UnrealED's Log

In UnrealED's Log type the following:

Code
Select All
set <actorgoeshere> bTrailerSameRotation true 



You will get no confirmation about it being set to true, but that is normal.

For default properties, you need to do something like this:
Code
Select All
defaultproperties
{
     bTrailerSameRotation=True
} 



DO NOT MAKE ANY ATTEMPTS TO REDEFINE THE VARIABLES IN SUBCLASSES OF ACTOR EVER!!!!!!

I hope I made myself clear.... Best of luck, and be sure Physics is set to PHYS_Trailer.



OK, I was wrong with that code, but that is not a reason for that disrespect yelling, I respect you and you will do the same, so this is first and last time you do something like that.

Getting to the point, I forgot to say, that  in my last post, I have changed that already, in the properties windows, but the actors still ignore the rotation of the mover.
  
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スマイル・ドラゴン
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Re: Attached meshes problem
Reply #7 - Apr 30th, 2010 at 1:03am
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They shouldn't ignore the rotation of the pivot point... It also wouldn't hurt to also set the actors base to the mover, see if it does anything.

Maybe I'm wrong and PHYS_Trailer is meant for only actors, but somehow ThieveryUT got doorknobs on special attachmovers working fine, you might look there to see if there's a solution. But as far as I remember looking at TuT's code for their door mover class, it's nothing more than a attachmover with a few things added. (Lock strength door strength, if this door can be pickable or not, etc)
  

“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Shivaxi
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Re: Attached meshes problem
Reply #8 - May 4th, 2010 at 5:35pm
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Don't take it personally GcSkaarj...he tends to yell at everyone Tongue Roll Eyes
  

 
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スマイル・ドラゴン
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Re: Attached meshes problem
Reply #9 - May 4th, 2010 at 7:24pm
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Shivaxi wrote on May 4th, 2010 at 5:35pm:
Don't take it personally GcSkaarj...he tends to yell at everyone Tongue Roll Eyes


Say's the person who apparently got mad at me for no reason... I'll quote, "wow you don't care about anyone, that's sad man.. sad /block"...

Yeah, I wasn't yelling, I was being clear. Getting the point across. People do it to me all the time.
  

“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Shivaxi
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Re: Attached meshes problem
Reply #10 - May 27th, 2010 at 5:45pm
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Love u too Cheesy
  

 
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Leo T_C_K
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Re: Attached meshes problem
Reply #11 - Jun 7th, 2010 at 2:19am
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I've never seen anyone make class mylevel before. Wtf? mylevel.mylevel?
  

People who accuse others of trolling are usually the biggest trolls themselves.
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