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Hot Topic (More than 10 Replies) Mover bug (Read 847 times)
Buster
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Re: Mover bug
Reply #15 - May 26th, 2019 at 7:18am
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Create a studio (a large subtracted cube) off to the side in the map you're working on. Put a light source all around the cube, so the center is lit from all six directions. Make the mover here. And yes, try to avoid duplication. Make each mover, and do so in a well lit studio. It seems to help avoid problems. Sometimes, when a mover is touching a solid at its starting position, the surface touching it won't be lit. I have no clue how to prevent that from happening when it does. Try making a new mover from scratch, and don't get too frustrated when it happens again.
  

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TONI-M
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Re: Mover bug
Reply #16 - May 26th, 2019 at 11:13am
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Dear Buster, it's weird ... because he can do it after loading a rescue and not before. Sometimes it stains everything with white, some remains black. From the wolf guide, I learned how to make bows
The level is called the temple on the peak ... With a monumental aquarium and a small artistic garden. a wonderful scale that I copied from the cemetery; considering that where I live there is a monumental cemetery, which to say the least the church of the level the city of heaven is only the beginning ... very beautiful but not like the one I saw. Ciao TONI-M
  
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TONI-M
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Re: Mover bug
Reply #17 - May 27th, 2019 at 6:22pm
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Can I ask you a question? Does the error arise even if you create the mover by going through all the procedures?
I mean and not recovering it with   >from polygons to brush?<

Ciao Tony m.
  
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)Leela(-[otS]-
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Re: Mover bug
Reply #18 - Jun 30th, 2019 at 2:48pm
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Hello Smiley

There is a possible fix for TheTrench without touching the geometry. This can be done in the map if it's not needed for online play, but could also be done with a mutator which can create and modify actors in a map.

As a compromise you need to alter the sequence of the gate a bit to make it work.
I list the steps here one by one.

1) Set the Event of Trigger8 to None (or disable it)

2) Set the Event of SkaarjWarrior3 to None

3) Modify Trigger0: Event=hatchcrtl, InitialState=OtherTriggerToggles

4) Modify Mover0: Tag=hatch2, MoveTime=8.005000

5) Modify Mover3: Tag=hatch2, MoveTime=8.005000

6) Modify Mover5: Tag=hatch2

7) Modify Mover7: Tag=hatch1, StayOpenTime=20.500000

8) Add a Dispatcher:
Tag=hatchcrtl
OutDelays[2]=14.500000
OutDelays[3]=34.500000

OutEvents[0]=ISVTrigger
OutEvents[1]=hatch1
OutEvents[2]=hatch2
OutEvents[3]=ISVTrigger

This makes sure, that the gate will run without errors. It's important, that Mover7 never runs together with Mover0 and Mover3.
  
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