Addictgamer Posted October 30, 2010 Share Posted October 30, 2010 Raider: Um...What are we waiting for? Raider 2: Sorry, I forgot because it's been several years since we started waiting. Raider 3: Guess whatever we're waiting for is in the back of the teleportation line. Link to comment Share on other sites More sharing options...
Sonic322 Posted October 30, 2010 Share Posted October 30, 2010 What is that box like thing? Link to comment Share on other sites More sharing options...
Addictgamer Posted October 30, 2010 Author Share Posted October 30, 2010 Temporary tool shed model for my overhaul mod. Link to comment Share on other sites More sharing options...
sciguy Posted October 31, 2010 Share Posted October 31, 2010 I can actually see that modded tele as being more realistic than the original. I mean, forcing energy back into a matter state needs a lot of control. I wonder if it would be possible to have a closed shed where the doors open to let out the teled RR, then close again...... Probably is, but I could be wrong. Link to comment Share on other sites More sharing options...
Addictgamer Posted October 31, 2010 Author Share Posted October 31, 2010 Cirevam is doing something similar for TR. In other words, yes. Link to comment Share on other sites More sharing options...
sciguy Posted October 31, 2010 Share Posted October 31, 2010 On 10/31/2010 at 4:44 PM, addictgamer said: Cirevam is doing something similar for TR. In other words, yes. Ok. Im still behind on everything that has occurred in my extended absence. Link to comment Share on other sites More sharing options...
Lair Posted November 11, 2010 Share Posted November 11, 2010 The question I have: How would you animate the doors? They're part of the building not the teleported-in object. Link to comment Share on other sites More sharing options...
Cirevam Posted November 11, 2010 Share Posted November 11, 2010 The doors would be part of the vehicle animation. The building itself would not have any doors. When making the teleport animations I'll merge the factory building into the scene, make everything do what I want it to do, then remove the building and export the animation. I use the same process for syncing pilot and vehicle animations. Link to comment Share on other sites More sharing options...
sciguy Posted November 12, 2010 Share Posted November 12, 2010 Well, the support station is animated. Although it is an infinitely looping animation, only occurring when it is powered and on Link to comment Share on other sites More sharing options...
Addictgamer Posted November 12, 2010 Author Share Posted November 12, 2010 Cirevam, can you add a custom activity for the teleporter that plays when it teleports something down? I'd think it would be possible. Link to comment Share on other sites More sharing options...
Cirevam Posted November 13, 2010 Share Posted November 13, 2010 The buildings don't do anything when a vehicle is teleported. The vehicle is created at the designated teleporter's deposit_null and the building just sits there. Nowhere have I seen an activity that even hints towards "do this when a vehicle is made" because I don't think that was ever intended at any point. Also, sometimes adding activities just doesn't work. I tried to add TurnLeft and TurnRight to my transport truck the other day and any level that contained the truck would not load. In fact, some levels that didn't have it at all wouldn't load. Even if the activity existed by name and was in the AE, there's no guarantee it would work if we linked it into a building. The method I'm using will work as long as modified teleport animations work. I haven't made one yet, but from my experience with other animations, it's a matter of opening an existing one, deleting all of the non-null objects, then putting our own stuff in. Link to comment Share on other sites More sharing options...
Tracker Posted January 2, 2011 Share Posted January 2, 2011 The docks have bobing null. Link to comment Share on other sites More sharing options...
Recommended Posts