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 Does anyone still want a proper elevator? 
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Does anyone still want a proper elevator?
I've been thinking about making a proper elevator, and I want to gauge enthusiasm.

None of that gravshaft shizz, either.
Just an elevator where you walk your guys in, go up/down, whatever.

You'll probably have to select the elevator and work it from there so you can have proper crouching and jetpacking and whatnot.

It'll likely be using MaximDude's sprites;
Image

So, would anyone be interested in potentially seeing this done?


Wed Nov 17, 2010 11:49 pm
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: Does anyone still want a proper elevator?
Of course we would. Do carry on.


Wed Nov 17, 2010 11:51 pm
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Joined: Sun Mar 07, 2010 7:19 am
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Post Re: Does anyone still want a proper elevator?
Roast Veg wrote:
Of course we would. Do carry on.

Same here man, do it.


Wed Nov 17, 2010 11:56 pm
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Post Re: Does anyone still want a proper elevator?
Just do it, you KNEW the answer would be yes.


Thu Nov 18, 2010 3:23 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Does anyone still want a proper elevator?
DO EET.

SetWhichMONotTOHit with the stuff, A looping script of MORays to check for floor collisions, and velocity changes?
Keep in mind the effect of gravity between the Lua Updates. During that time, anything with regular gravity on regular maps will have accelerated downward 2/3 m/s. But there's a sceneman thing where you can get the gravity and make it adapt to any map. See: AAL bunker system things.


Thu Nov 18, 2010 3:42 am
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Post Re: Does anyone still want a proper elevator?
Blah blah physics blah blah.
Forget that method.

I would have a script that settles an MOSParticle with the elevator sprite right over the elevator every frame, and deletes the terrain from this before creating the new one. This way, you have a "moving" terrain floor.

If you're worried about the actors getting sucked into the floor, leave the elevator's collision on and it'll just bump the actors up when they're too low, or push them down when they're too high.

Simple simple.


Thu Nov 18, 2010 5:05 am
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Post Re: Does anyone still want a proper elevator?
That method will work far better for feet, and well for going down, but everything else going up... :-( I'm predicting a rough ride.

Edit: Actually, after a bit of testing, adding terrain under stuff doesn't work for rising at all really. At a rise of 1 m/s, a pretty slow elevator speed, you have to continuously walk back and forth to not sink into the floor. At even 0.1m/s, you eventually sink into the floor if you don't walk around a bit. I don't think this could be well compensated for with adding backup MO-MO collisions.
You could improve on my testing method, I'm sure, but it's such a failure that I would consider it a debunking of the method, for rising.
Removing terrain from below something works perfectly fine for descending, but it gets a little bouncy at high speeds.

Replacing your collision system with a plain terrain floor while it's stationary could be good, though.


Fri Nov 19, 2010 5:33 am
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Post Re: Does anyone still want a proper elevator?
I'm currently planning a combination of CC48's method, along with simply setting Pos.Y on any actors/particles inside the elevator.
It does depend on how fast it is to define a box, but I figure that it shouldn't be especially slow. Failing that I can just have a couple of MOPixels inside, and just test by distance.


Fri Nov 19, 2010 9:57 am
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Post Re: Does anyone still want a proper elevator?
Well shoot, I feel rather silly for not thinking of adding such a simple thing. That would work perfectly, I imagine.


Fri Nov 19, 2010 1:32 pm
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