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Mustafar Bridge [Solved]

Posted: Fri Mar 09, 2007 6:50 pm
by SBF_Dann_Boeing
Does anyone know how to get the mustafar bridge working? i put it in my map along with the mus1_prop_console and control room in the right place, and i added these lines to my luas
--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


end
ill add the lines for activate/deactivate planning later when i add planning to my map.

anyway i can't get it to work in-game i was wondering if anyone knows how to get it to work.

RE: Mustafar Bridge

Posted: Fri Mar 09, 2007 6:58 pm
by Penguin
You have to make a ZE animation

lava_bridge_raise
and
lava_bridge_drop

RE: Mustafar Bridge

Posted: Fri Mar 09, 2007 9:38 pm
by SBF_Dann_Boeing
I can't seem to figure out how to do this. i looked at mustafar in zeroedit to see what to do and i tried making the animations in my map but it still doesnt work. can u give me step-by-step instructions?

Mustafar bridge ZE setup

Posted: Fri Mar 09, 2007 10:35 pm
by AceMastermind
Since you already have the shipped script info copied over to your LUA, you can just re-use the animation already set up in the shipped Mustafar level by copying the mus1.ANM file to your world1 folder and renaming it to your 3 letter modID.
Example:
abc.ANM

Then you'll have to launch ZE then name and label your mus1_bldg_lava_platform to:
lavatrap
as seen in the pic below:
Hidden/Spoiler:
Image

Posted: Tue Mar 13, 2007 4:31 pm
by SBF_Dann_Boeing
the bridge still does not work, however the spatulas now spin, heres what my anim looks like:
Animation("bridge_drop", 3.00, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(2.70, 0.00, -8.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(3.00, 0.00, -9.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("Bridge_raise", 4.00, 0, 0)
{
AddPositionKey(0.00, 0.00, -9.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(0.42, 0.00, -8.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(3.75, 0.00, -0.30, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(4.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("stir", 2.00, 1, 0)
{
AddRotationKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(2.00, 0.00, -360.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

AnimationGroup("Lava_bridge_raise", 0, 0)
{
Animation("Bridge_raise", "Lavatrap");
}

AnimationGroup("lava_bridge_drop", 0, 0)
{
Animation("bridge_drop", "Lavatrap");
}

AnimationGroup("stir", 1, 0)
{
Animation("stir", "stir3");
Animation("stir", "stir2");
Animation("stir", "stir1");
}

Mustafar bridge code

Posted: Tue Mar 13, 2007 7:07 pm
by AceMastermind
Assuming that you have mus1_prop_console in your map which is what triggers the animation in the shipped level, add the 2 lines below to your LUA in the:

Code: Select all

function ScriptPostLoad()
section and see if it works:

Code: Select all

OnObjectRespawnName(PlayAnimRise, "mus1_prop_console");
OnObjectKillName(PlayAnimDrop, "mus1_prop_console");

Posted: Wed Mar 14, 2007 6:45 pm
by SBF_Dann_Boeing
Yes thankyou that solved the problem.