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Normal Topic loong looping vechicle paths things (Read 2191 times)
BobIsUnreal
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loong looping vechicle paths things
Oct 8th, 2013 at 10:26pm
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ok so here is my situation
i have a map the size of the spirevillage.

i want to have a tractor (staticmesh) and a wagon (static mesh) both at the same time to follow a fixed loop around the map.
so a person jumps on the wagon , the tractor takes them on a ride around the map , and reurns to its starting point .

here is where i am at so far:
have the wagon and tractor as mover staticmeshs.
trigger on top of wagon. triggers both movers at once.

tried to define a path with key frames , but i ran out not even a 1/8 tho the path.
didnt set them up right and the tractor drives 2 feet and goes into reverse now ...

so me question is what is the best way to do thing and how.
is it to much for a mover to do?
can it be done with some interporition points or somthing etc
  

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Skywolf
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Re: loong looping vechicle paths things
Reply #1 - Oct 9th, 2013 at 8:06am
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As far as I know does a mover always go in one direction and then takes the same path back. you could try to use Dispatchers and ElevatorTriggers with ElevatorMovers and time everything right. but that could be quite difficult.
  

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Re: loong looping vechicle paths things
Reply #2 - Oct 9th, 2013 at 8:08am
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Interpolation points indeed. You will use Interpolation points and an Object Path. You can use the camera travelling of the Unreal.unr intro as an example. Basically:

  • Put your interpolation points where the movers go (as keyframes). You need at least 4 points for the path to be valid. The first and last poits will not be used as path points but will determine the orientation of the movers at the beginning and end of the movement. Max Interpolation Points: 35 (including the two unused ones).
  • Add an ObjectPath, set its PathActorTag to the taf of the mover(s) you want to move. bAlterxxxxx allows the mover to move on some axes. Make sure your movers are set to bStatic=false.
  • Trigger everything.


EDIT: I mentioned Unreal.unr, but that was wrong, because it works with a specialevent set to PlayerPath. What you want to look at as an example is NaliC.unr: look at how the Skaarj spaceship (which comes flying around when you're near the barn outside the castle) is set up: that's what I'm talking about : a trigger, an objectpath and some Interpolation points.
  

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BobIsUnreal
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Re: loong looping vechicle paths things
Reply #3 - Oct 9th, 2013 at 10:57am
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ok to technically like naliboat then i guess .
may have to cut the ride loop short if i only get 35 pathpoints tho
Ill try to try this way out after work today and see how it goes if i have time thanks
  

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Re: loong looping vechicle paths things
Reply #4 - Oct 9th, 2013 at 4:42pm
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BobIsUnreal wrote on Oct 9th, 2013 at 10:57am:
may have to cut the ride loop short if i only get 35 pathpoints tho


The path used by the mover is interpolated, so with well placed interpolation points, given the curbs the path will make, you can make a very long loop.

The first and last do not count as pathpoints, but are used with the next or preceding InterpolationPoint to give the orientation of the mover at the beginning and end of the loop: the direction of the vecto created by the fist and second points is the orientation of the mover which starts its movement at the second InterpolationPoint (as the first one is not used).
Same for the two last pathpoints, but this time, it's the last pathpoint which is not used by the mover but used for the vector.

This being said, this give you 33 Interpolation points to define the path. This is a lot.
  

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BobIsUnreal
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Re: loong looping vechicle paths things
Reply #5 - Oct 9th, 2013 at 10:39pm
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i need to do something like  this  tho lol

https://www.dropbox.com/s/sv0z4dwo612u0jd/45.png
  

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Re: loong looping vechicle paths things
Reply #6 - Oct 10th, 2013 at 6:05pm
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Oh.







Well maybe this won't be enough then...
  

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BobIsUnreal
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Re: loong looping vechicle paths things
Reply #7 - Oct 16th, 2013 at 3:32am
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ok i setup the mesh as a mesh attach mover , setup 15 pathpoints, and a objectpath thibgy.  bassed this setup off of naliboat.
just to test to see if it may be workable
placed a trigger

start the map and the mover is gone. no where to be seen... where did i go whong
  

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Re: loong looping vechicle paths things
Reply #8 - Oct 16th, 2013 at 8:29am
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http://zzora.altervista.org/download.html#mods

Then download 'Classes' and look into zc1destination. What it does is it has the mover follow actors. I believe you can place as many as you desire and can change directions with them. It was used in zora's map with the mine cart ride.
  
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