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Posted: Tue Jan 23, 2007 3:14 pm
by bdbodger
or maybe set physics_on and gravity to 0 , give them a physics_velocity and watch them bounce off the walls lol

Posted: Wed Jan 24, 2007 3:10 am
by ViPER
Got the movement squared away thanks all.

On that water fx entity Tom mentioned. I found higgins wake and a small water plume (dont think thats what i want) Anyways I created both of them - to test, they are rectangles and have little red arrows pointing direction - I gave them targetnames and.....

nothing happens :(

my fin moves but no effect. Is there something i need to activate / anim command or something?

Posted: Wed Jan 24, 2007 4:29 pm
by Rookie One.pl
Look in the TIKIs of the effects, in the animations section. The anim that has the most content (usually start) is the one you should call. :)

fx

Posted: Thu Jan 25, 2007 1:40 am
by tltrude
models/fx/wake.tik

You might have to scale it down for a shark fin, though. There are other things under fx that you can try.

models/fx/water_ripple_moving.tik
models/fx/water_trail_bubble.tik

I think the bubble trail is what you see when bullets are fired into water. They probably don't loop by themselves.

Posted: Sat Jan 27, 2007 6:46 pm
by ViPER
if i use fire it works - the fx i cant get anything from them. here is what i am using.

Code: Select all

local.o = ( $shark1.origin )

	local.wake = spawn script_model
	local.wake model "fx/water_ripple_moving.tik"
	local.wake.origin = ( local.o )
 	local.wake.angles = ( 0 0 0 )
	local.wake.scale = 10
	local.wake targetname sharkwake
	local.wake anim start

$sharkwake bind $shark1 

$shark1 time 10 // travel time in seconds 
$shark1 moveup 620
$shark1 moveEast 800
$shark1 waitmove

$shark1 time 10 // travel time in seconds 
$shark1 moveEast 1200
$sharkwake anim start
$shark1 waitmove

boat wake

Posted: Sat Jan 27, 2007 9:33 pm
by tltrude
Well, here is how I did it for a boat. But, I had to stop the animation in prespawn -- because it is on by default. Notice this line: "$boat_wake bind $boat". Of course you'll have to use your own targetnames.

Code: Select all

//-----------------------------------------------------------> 
// boat threads 
//-----------------------------------------------------------> 

boat_preparation: 

$boat moveto $boat_dock1 // Moves boat to the starting spot. 
$boat_trigger bind $boat // Attaches trigger into the boat so it moves with it.
$boat_wake bind $boat  // Attaches spray emmitter to the boat.
$boat_motor bind $boat  // Attaches the motor to the boat a with seperate targetname.
$boat_handle bind $boat_motor  // Attaches non-solid motor handle to the boat.
$boat_bumper bind $boat  //Attaches a script origin to the bow
$boat speed 150 // sets the boat speed.
local.elepos = 0 // set the position of the boat.
local.boatpos = 0
goto boat_standby // standing by and waiting player to activate the trigger.
 
//----------------------------------------------------------->   
 
boat_standby: 
 
$boat_trigger waittill trigger // standing by and waiting player to activate the trigger.
if (local.elepos == 0)  
{ 
goto boat_move_up 
} 
else 
if (local.elepos == 1) 
{ 
goto boat_move_down 
wait 1 
} 
 
//-----------------------------------------------------------> 
 
boat_move_up:
  
$boat_motor playsound riverboat_snd_on
wait .2
$boat_wake anim start
wait 1.2
$boat_motor loopsound boat_snd_idle
$boat time 3
$boat rotateYup 15
$boat moveto $boat_way01
$boat waitmove
$boat time 4
$boat rotateYup -15
$boat moveto $boat_way02
$boat waitmove
$boat speed 150
$boat moveto $boat_way03
$boat waitmove
$boat moveto $boat_way04 
$boat waitmove
$boat moveto $boat_way05
$boat waitmove
$boat moveto $boat_dock2
$boat time 4
$boat rotateYup 180  // turns the boat around for return trip.
$boat waitmove
$boat speed 150
$boat_wake anim stop
$boat_motor playsound riverboat_snd_off
wait .1
$boat_motor loopsound boat_snd_idle wait
local.elepos = 1
local.boatpos = 1

goto boat_standby 

//-----------------------------------------------------------> 


boat_move_down:

$boat_motor playsound riverboat_snd_on
wait .2
$boat_wake anim start
wait 1.2
$boat_motor loopsound boat_snd_idle
$boat time 3
$boat rotateYup 15
$boat moveto $boat_way05
$boat waitmove
$boat time 4
$boat rotateYup -15
$boat moveto $boat_way04
$boat waitmove
$boat speed 150
$boat moveto $boat_way03
$boat waitmove
$boat moveto $boat_way02 
$boat waitmove
$boat moveto $boat_way01 
$boat waitmove
$boat moveto $boat_dock1
$boat time 4
$boat rotateYup 180  // turns the boat around for return trip.
$boat waitmove
$boat speed 150
$boat_wake anim stop
$boat_motor playsound riverboat_snd_off
wait .1
$boat_motor loopsound boat_snd_idle wait
local.elepos = 0
local.boatpos = 0

goto boat_standby 

end