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Sven's moving platforms...

Dieter
Guest
Quote
2023-08-21 00:18:25

Hi everybody, I'm trying to implement moving platforms, and I'm trying to use sven's behavior script.

It works, except the moving direction and distance is always the same, regardless of the settings Start and End. I goes in a 30ish degree angle relative to X Z - weird.

This is in the WebGL target. Had anybody similar issues?


sven
Registered User
Quote
2023-08-21 00:40:40

Tested it ( doesnt see problems with it)
-exept rotateing platform doesnt work as it should on webgl.

Maybe you give simple ccb file with error so i can see and fix it if i can.


Dieter
Guest
Quote
2023-08-21 08:24:32

Hi Sven, thanks. I'll see that I can make a small ccb with it.
Meanwhile some details:

Vertical: off
Me: a created cube, scaled to about 10% height, positioned on the floor, with collision on..
You: the active camera
Automatic: on
StartUseCCPos: on
Start -5,0,0
End 5,0,0
speed 1
SwitchVAR: elevator1switch
Testmode: off, also tried on.

Also a question: as my game activates one of 2 cameras, depending on whether it's on a phone or not, can I hack the script, so it will use ccbGetActiveCamera, instead of the You - node parameter?


Guest
Guest
Quote
2023-08-21 09:12:36

Did you tried sticky surface from the third person camera by sam mhmdy for the moving platform that's easy to implement as well. you can give it a shot as well if sven's is not working for you.


Dieter
Guest
Quote
2023-08-21 09:17:50

Hi, thanks.
Not yet, but I may do so.


Dieter
Guest
Quote
2023-08-21 09:23:44

Actually, is there a link to it? Can't seem to find it via Search.


Dieter
Guest
Quote
2023-08-21 12:13:26

[SOLVED]
@ Sven, I was assuming the start and end positions were relative to the node positions. I see now they are absolute. Now it works like a charm, thanks for sharing!


Dieter
Guest
Quote
2023-08-24 18:56:18

But there is still one issue:
When I use a created cube as the plafform, scaled to about 1.5, 0.1, 1.0, so it's lat and rectangular, in the webgl output the scaling of x and z of the platforms seems swapped.

I tried to scale the platforms 90 degrees shifted to account for it, with no result.

Also I could not find the term "Scale" in the behavior script, so I'm curious what's going on.


sven
Registered User
Quote
2023-08-24 19:04:44

Now i see -
it has issue with rotation.. will fix it soon.


Dieter
Guest
Quote
2023-08-24 19:17:45

Thanks, Sven!
The platforms have as static node attribute a rotation of 0,0,0.


sven
Registered User
Quote
2023-08-24 19:58:35

Here: This should fast-fix this issue.
https://drive.google.com/file/d/...

i found multiple things that i can optimize in my script so this script and rotateing platform will get updated soon.


Dieter
Guest
Quote
2023-08-24 20:40:17

Thanks, Sven! That was incredibly fast.

While we're at the topic, I was trying to implement rotating platforms in the sense of a carousel with concentrically circulating platforms in various speeds and CW and CCW. It worked, but player was fixed to the center of the platform, so I rather went with your script.

However, that carousel jumping thing gave a whole new vibe to the platform challenge.

Well maybe this can already be implemented with your rotating platform script, if say, the platform is not centered, but somewhat away from the center pivot. (?)


sven
Registered User
Quote
2023-08-24 23:56:19

With this method you can change centre_point of 3dmodel.
and use with this script..

https://youtu.be/Ha2fKfONuy8

Rotateing platform doesnt work currently correctly with WebGL-
will fix it if i have time.


Dieter
Guest
Quote
2023-08-25 00:19:02

Thanks again.


hadoken
Guest
Quote
2023-08-25 00:19:14

Hi @sven, one suggestion:

Define not only the player, but also a set of NPCs and objects that can be affected by your rotating platforms by pushing these additional nodes by some auxiliary action into a special array to be processed. Would something like this be possible with manageable effort? THX


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