Horizontally moving platforms

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Re: Horizontally moving platforms

Postby Nash » Sat Nov 10, 2012 7:44 pm

Oh wow that works surprisingly well, at least for single player purposes! One small quirk I guess is how if you bump into the platform from the sides, sometimes the platform freezes in place and sometimes it would change to its opposite direction... I kind of expected it to just push me away if I bump into it from the side...
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Re: Horizontally moving platforms

Postby hfc2x » Sat Nov 10, 2012 8:06 pm

LOL, so even though this is no-ed, AFADoomer still did it. Really nice. :D
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Re: Horizontally moving platforms

Postby Blzut3 » Sun Nov 11, 2012 12:14 pm

Enjay wrote:Hang on, hang on. Don't you know that what you just did can't be done? ;)

Seriously, that works really well and is very smooth.

Hey! I had a move with polyobjs patch awhile back, I assume moving along with a thing would be very similar. :P The only problems I had with that was precision errors (rotation) and sliding the polyobj through a wall could cause the players velocity to be 0 which disables the floor checks (thus the player would float in the error after the obj slides out form under him).

Edit: Since it sounds weird reading it again, I do know that AFADoomer's thing is just a mod. They both do work in similar ways though, although being done in DECORATE/ACS would solve the floating problem automatically.
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Re: Horizontally moving platforms

Postby Enjay » Sun Nov 11, 2012 4:53 pm

Blzut3 wrote:Hey! I had a move with polyobjs patch awhile back, I assume moving along with a thing would be very similar. :P

Am I the only one not doing impossible things? ;)
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Re: Horizontally moving platforms

Postby AFADoomer » Mon Nov 12, 2012 12:27 pm

Thanks for the feedback, all...

Right now, the platforms 'bounce' off of anything they hit, because of how the collision detection works.

Gez wrote:It works nicely, but only for the player of course. Engine-side support, if it were implemented somehow, would allow to put imps on these platforms. :)


Per your request...
Image
(the far right platform is actually circling around the static platform above the armor, and the one in the background is moving from left to right)

Same URL as before...

Voxel sprite clipping seems to be problematic, but that's only a problem if you're viewing the platforms from below (you can see it some here).

The only real limitation seems to be that only one monster at a time can be on each platform (haven't tried multiple players). I think BUMPSPECIAL only allows one monster activator at a time on an object? It works fine with one monster and the player on the same platform, but additional monsters don't activate the script that moves them with the platform (and, of course, items and other non-monster/non-player things can't activate it at all).
Last edited by AFADoomer on Mon Nov 12, 2012 12:37 pm, edited 1 time in total.
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Re: Horizontally moving platforms

Postby Enjay » Mon Nov 12, 2012 12:36 pm

Heh, seems to work really well.

AFADoomer wrote:Same URL as before...

Well, it would be if it wasn't for a typo (you've got /com instead of .com )
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Re: Horizontally moving platforms

Postby AFADoomer » Mon Nov 12, 2012 12:49 pm

Fixed now...

I added a couple of more pre-defined platform actors...
PlatformCircle - moves in a circle with an inner radius of around 128 (the angle changes 1 degree per tic).
PlatformRandom - moves in astraight line, but 'bounces' off of walls at random angles
ImpPlatform - For Gez
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Re: Horizontally moving platforms

Postby Gez » Mon Nov 12, 2012 1:15 pm

Haha, awesome. :)
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Re: Horizontally moving platforms

Postby Edward-san » Mon Nov 12, 2012 4:10 pm

when we'll see the players running through the map with flying skateboards? :D


[edit]
ie that one
\/
Last edited by Edward-san on Mon Nov 12, 2012 5:43 pm, edited 1 time in total.
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Re: Horizontally moving platforms

Postby Enjay » Mon Nov 12, 2012 4:24 pm

Image
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Re: Horizontally moving platforms

Postby AFADoomer » Mon Nov 12, 2012 5:08 pm

Erm. I'm almost done coding up a platform that you start controlling when you land on it... It even works over water without extra power! OK, I added a flag that makes the hoverboard slowly lose momentum over liquid textures (though the texture names are hardcoded... :-/).

EDIT: Re-uploaded... Summon 'driveplatform' or 'hoverboard'... Bump into them to start controlling them, click use to land them and step off (there's a delay of 3 seconds after they land for you to get off, then you can get back on them.

The hoverboard is limited to a max flight height of 20 units... So if you go off of a ledge, you'll drift down to height 20 above the next floor level (and can get stuck in places like the e1m1 slime pits). The drivable platform is unlimited in flight height (until it hits the sky/ceiling).

Up and down movement is controlled based off of view pitch, or you can bind the move up/down keys and use those.
Last edited by AFADoomer on Mon Nov 12, 2012 8:43 pm, edited 2 times in total.
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Re: Horizontally moving platforms

Postby Nightfall » Mon Nov 12, 2012 8:07 pm

I do wonder, is a closed feature suggestion the best place to discuss this? :P
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Re: Horizontally moving platforms

Postby Edward-san » Mon Nov 12, 2012 8:23 pm

Nice move, Dusk. Yes, I'd like to see a moderator who split up this discussion... in Editing?
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Re: Horizontally moving platforms

Postby wildweasel » Mon Nov 12, 2012 8:51 pm

Edward-san wrote:Nice move, Dusk. Yes, I'd like to see a moderator who split up this discussion... in Editing?

Why split it when the whole thread will do? =P
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Re: Horizontally moving platforms

Postby hfc2x » Mon Nov 12, 2012 9:40 pm

If this was still a suggestion, it would have to be something like "make horizontal moving platforms easier to implement". Anyways, this oozes pure awesome.
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