Any premade lift out in the CK or somewherelse?

Post » Wed Jun 20, 2012 3:30 pm

Hi I need a primitive looking lift ... like ropes , and wood not like the dwemer one ... anyone has any idea how to make one or if there is already one done in the CK?
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Natasha Callaghan
 
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Post » Wed Jun 20, 2012 2:06 pm

if you need it to be functional in real-time then you have your work cut out for you.

if you just want it to work similarly to the dwemer one then you can make a primitive lift very easily using the premade statics (theres a ton of stuff for wood beams and ropes), and just have the lever be a door object so when you activate it the lever's pre-made animation plays and then it brings you to a load screen as it loads the next cell
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Trish
 
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Post » Thu Jun 21, 2012 12:01 am

I need real time is it factible?
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Susan
 
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Post » Wed Jun 20, 2012 6:09 pm

in my heart i want to say it is possible, but would require a metric crap-ton of work.

for one you would need to build and animate it from scratch, then you would need to write a script that also moves the player along with the lift's animated path. and if you want to throw in followers and NPCs into the mix, it becomes near impossible, as it would require something short of a miracle to get it to navmesh properly. even if you dont need followers to ride in the lift with you at the same time or on their own, it still needs an unbroken navmesh from the bottom of the lift to the top of the lift or else NPCs will never be able to access that part of your level (if this is even important to you)
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sas
 
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Post » Wed Jun 20, 2012 9:57 pm

If it's just going straight up and down, it can work...Just use TranslateTo and set the Z coordinate...it's when an object moves horizontally that the PC has trouble staying on it...

If you use a single moveable static for the whole thing, it should be fine...it's when you try to make one from multiple parts that it's not so easy to do, since the individual parts won't execute the translation at the same time (You can see this with the puzzle doors...even moving slowly, the rings don't move together...)
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Doniesha World
 
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Post » Wed Jun 20, 2012 11:34 pm

My idea was a single square platform of wood lifted by a rope system , eventually manouvered with an animation of some kind of wheels or the like ...

I asked because if I remember well I saw something similar in the gamejam video .... something they havemay be implemented and took out b4 game launch as all the nice cool stuff there ... (I do not really believe to the 1 week game jam thing , I believe they had all this stuff just unfinished for the "cool" release date decided 11 11 11 ... ) ...
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April D. F
 
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Post » Wed Jun 20, 2012 2:17 pm

A Cableway would be any easier?
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Allison Sizemore
 
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Post » Wed Jun 20, 2012 4:46 pm

I need real time is it factible?



I just tried a solution with the dwenmer lift and it worked just fine using the script below. The lift goes down with the player on it and also back up. I don't know if a sideways motion would work as slick but it just needs to be tried. I have a video of it to show how smooth it works but don't have anywhere to upload. Ignore the reference to water in the script below..I used it to empty a room of water as well.

The script is attached to the lift activator and the LowMarker property is just set to an Xmarker I placed at the bottom for the Z postion. The lifts beggining Z value is used for the return trip. I would imagine that if you could get a follower to get on the lift with you they would also ascend/descend. The translate speed is pretty smooth at 50. I would imagine that too fast would get pretty shaky.
I thought it might be tough to get the player to go down with it smoothly but it works nice. I would imagine that using it with any activator platform would work. If you want to go on an angle just use your xmarker to fill all of the position properties.

You can make a new activator and assign it the graphic that you want. Be it a platform or rope bridge type of thing.


Scriptname BAMM_WaterTranslateScript extends ObjectReference{Water Translate Script for Pump Activation};========;;PROPERTIESInt Property CurrentState = 2 Auto HiddenObjectReference Property LowMarker  Auto{Xmarker Destination Water Height}Float Property WaterHeight Auto{Current Position Z}Int Property translateSpeed = 50  Auto{Water Descending Speed}float property afX autofloat property afY autofloat property afZ autofloat property afZTop autofloat property afZBottom autofloat property afXAngle autofloat property afYAngle autofloat property afZAngle auto;=====;;STATESAuto State Phase1  	Event OnActivate(ObjectReference akActionRef)	If CurrentState == 2			Debug.Trace("State 2 Heading to Lift Down Stage")	GoToState("Phase2")	ElseIf CurrentState == 3			Debug.Trace("State 3 Heading to Lift Up Stage")	GoToState ("Phase3")	Else	Debug.Trace("I Don't seem to know what state I am in")	EndIF	EndEventEndStateState Phase2	Event OnBeginState()		afX = Self.GetPositionX()		afY = Self.GetPositionY()		afZTop = Self.GetPositionZ()		afZBottom = LowMarker.GetPositionZ()		afXAngle = Self.GetAngleX()		afYAngle = Self.GetAngleY()		afZAngle = Self.getAngleZ()			Debug.Trace(afx + "Xpos" + afy + "Ypos" + afzBottom + "Zpos" + TranslateSpeed + "Speed")		TranslateTo(afX, afY, afZBottom, afXAngle, afYAngle, afZAngle, TranslateSpeed, 0.0)			Debug.Trace("Heading Down")	EndEvent	Event OnTranslationComplete()			Debug.MessageBox("Lift Complete")	CurrentState = 3	GoToState("Phase1")	EndEventEndStateState Phase3	Event OnBeginState()		afX = Self.GetPositionX()		afY = Self.GetPositionY()		afXAngle = Self.GetAngleX()		afYAngle = Self.GetAngleY()		afZAngle = Self.getAngleZ()			Debug.Trace(afx + "Xpos" + afy + "Ypos" + afzTop + "Zpos" + TranslateSpeed + "Speed")		TranslateTo(afX, afY, afZTop, afXAngle, afYAngle, afZAngle, TranslateSpeed, 0.0)			Debug.Trace("Heading Up")	EndEvent	Event OnTranslationComplete()			Debug.MessageBox("Lift Complete")	CurrentState = 2	GoToState("Phase1")	EndEventEndStateState Phase4EndStateState Done;Send Here when completeEndState;=======;;FUNCTIONS
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Charles Weber
 
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Post » Wed Jun 20, 2012 7:34 pm

nice , you tried youtube?

a cableway would work?
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Christina Trayler
 
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Post » Thu Jun 21, 2012 12:04 am

I just tried a solution with the dwenmer lift and it worked just fine using the script below. The lift goes down with the player on it and also back up. I don't know if a sideways motion would work as slick but it just needs to be tried.

I attempted to use this on an activator to move it up and to the side, by manually entering values for each phase/position instead of setting them based on the starting and marker positions. I get the debug text, but the object just sits there.

Also, the first time I hop up on it I teleport to the destination point, without actually activating it. I'm not sure if this is a result of moving at an angle or entering numbers manually, but the activator object itself just stays put.
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Emma
 
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Post » Wed Jun 20, 2012 3:11 pm

I attempted to use this on an activator to move it up and to the side, by manually entering values for each phase/position instead of setting them based on the starting and marker positions. I get the debug text, but the object just sits there.

Also, the first time I hop up on it I teleport to the destination point, without actually activating it. I'm not sure if this is a result of moving at an angle or entering numbers manually, but the activator object itself just stays put.


If you used the vanilla dwenmer lift it will be a teleport. Right click and choose "Edit". The first tab should be called teleport. Uncheck the teleport radio button to remove that flag and it will act as a normal activator. This will stop the teleport and maybe start moving.


I just uploaded an example to nexus showing the lift with and without a follower. It looks shaky at first because of the capture software eating up CPU and I also have a follower mod that goes crazy all the time. Without them running it works nice and smooth. From time to time it skips slightly going down but is always smooth going up. The Video uses a speed of 45 for the translate.

http://skyrim.nexusmods.com/downloads/file.php?id=15496

I had to change the script to make sure that just the player can activate cause when I got the follower to activate it we both fell right through. This could have something to do with the lift originally being designed to be a teleport I don't know but creating a new activator and using the NIF file from the vanilla object might clear that up and change its behavior. In The video I have navmesh going right over the top of the lift but nothing down in the lower room. With out the area completely navmeshed you or your follower seem to fall right through at times. For instance if I step off the navmesh my follower seemed to activate the lift and fall right through. Doesn't happen as long as I stayed on the mesh.

/Edit

BTW......DXTORY.COM for your video capture needs. Also has a good FPS limiter for smoother framerates. Works with any DX game.

I felt that I needed to mention that since I don't have any money to give him.
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Zoe Ratcliffe
 
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Post » Wed Jun 20, 2012 11:42 pm

how about a cableway moving up and down in slide direction diagonal?
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bonita mathews
 
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Post » Thu Jun 21, 2012 12:53 am

how about a cableway moving up and down in slide direction diagonal?


You'll have to play around with it for whatever you might want to do. Like mentioned above by AD and RE it depends on the objects you use and a few other concerns but it is definately do-able. Try it out.
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Jonny
 
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Post » Thu Jun 21, 2012 3:38 am

If it's just going straight up and down, it can work...Just use TranslateTo and set the Z coordinate...it's when an object moves horizontally that the PC has trouble staying on it...

If you use a single moveable static for the whole thing, it should be fine...it's when you try to make one from multiple parts that it's not so easy to do, since the individual parts won't execute the translation at the same time (You can see this with the puzzle doors...even moving slowly, the rings don't move together...)

This is the whole problem.. not to mention that moving on higher speeds is a bit shocky too.
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Marguerite Dabrin
 
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Post » Wed Jun 20, 2012 6:13 pm

I have a video of it to show how smooth it works but don't have anywhere to upload. Ignore the reference to water in the script below..I used it to empty a room of water as well.

If you can email it to me I'll upload it to one of my sites (pcgamingnetwork.com) for a few days. brewskie@pcgamingnetwork.com
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Juan Cerda
 
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Post » Thu Jun 21, 2012 3:24 am

If you can email it to me I'll upload it to one of my sites (pcgamingnetwork.com) for a few days. brewskie@pcgamingnetwork.com

I threw it up on Nexus..Link above
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Roy Harris
 
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