Repeating movers for visual effects.

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Repeating movers for visual effects.
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-Whitey-
USER: PENNYWISE

RampageRampage
PostPosted: Mon Dec 23, 2019 01:01    Post subject: Repeating movers for visual effects.
Reply with quote

I'd like to create a mover not as an obstacle but just for visual effects (just a box moving on a conveyor or something simple)
To have a mover repeat it's positions lets say from position 0 - 1 - 2 - 3 -4 and then back to 0.
Would i use an assert mover or a loop mover. My under standing is Assert movers can be used to revert back to position 0 very quickly and a loop mover might do what i need, But perhaps an assert mover would be better suited to speed up the sequence once it finishes?
Do these also need a trigger of some kind to keep them going on repeat?

I've never really played around with any other mover than the generic one.


RoelerCoaster
USER: MMI

i4Games Trusteei4Games Trustee
PostPosted: Mon Dec 23, 2019 18:27    Post subject: Reply with quote

A LoopMover would describe what you mean. Once triggerd, it moves through all the keys, and after the last one it moves back to 0, skipping the other keys. You have remember to set the InititalState to LoopMove, and you need to trigger it once. One downside of a loopmover is that it uses the same movetime between each keys.

An AssertMover could in theory work, and would be more flexible with the movetimes, but I have personally never managed to get it to work properly with more than 2 keys.

A more advanced option would be a FurryMover (http://ut.ar34z.net/furrymover/, FurryMover4 is the latest). The options are possibly a bit daunting at first, but it is quite a flexible mover. It is often used for complex sequences, but it can also be used as a more advanced LoopMover. The link I posted contains a readme that describes how to make a loopmover, but it basically comes down to this:

- Configure the keys of the mover
- Set bAutomate, bImmediateReturn and bLoop to true
- use MoveTimes to configre the time between each key
- use ReturnTime to configure the time from the last key to key 0.
- Set the first Tags to a tag you like
- Trigger the mover using this tag.


-Whitey-
USER: PENNYWISE

RampageRampage
PostPosted: Mon Dec 23, 2019 23:27    Post subject: Reply with quote

Thanks for the informative post Roel. Will have a look at the furry later. Im sure there are a few maps that use it i will have a look and see how they were used to give myself a better understanding.

Appreciate it.


SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
PostPosted: Mon Dec 23, 2019 23:37    Post subject: Reply with quote

I remember asking Furry to add loopmover parameters to his mover as I wanted more control over a standard loopmover. He added it for me but I never got round to using it... However, I did make a test map and it worked perectly offline using the parameters that Roel outlined (see text below).

A couple of other things, parameters are set in the 'Furrymover' properties section and you have to to set the Object -> Initial State to 'FurryTriggerControl'.

Just to expand on Roel's example description a little, in my example map the loopmover went in a rectangle using 5 keyframes with the following parameters:

Keyframe 0 - 1 (movetime 0, 1.000000)
Keyframe 1 - 2 (movetime 1, 2.000000)
Keyframe 2 - 3 (movetime 2, 8.000000)
Keyframe 3 - 4 (movetime 3, 2.000000)
Keyframe 4 - 0 (returntime, 7.000000)


Sorry, I couldn't be arsed to upload all the relevant files somewhere so hope this helps instead...

Copy the following text into a text editor and save as a '.t3d' file. File -> Import into UED, buildall and save as a map. Easy!

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