You've been struck by! You've been struck by a smoooth MoveT

Post » Wed Jun 20, 2012 10:29 am

*moonwalks*

Alright.

Using MoveTo is really... clunky. It just instantly ports you. Is there anyway to make this transition smooth?

For example right now I'm using:

SetIniFloat("fInAirFallingCharGravityMult:Havok",0)		    Caster.MoveTo(Caster, 0, 0, 800)		    Caster.TranslateTo(Caster.GetPositionX(), Caster.GetPositionY(), Caster.GetPositionZ(), 0.0, 0.0, 0.0, 0.0)		    Wait(0.1)		    Caster.StopTranslation()

To shoot the player up in the air and let them hover and move around. Thing is MoveTo just teleports you and interupts things like shaders and sounds. Anyway to make this smoother? MoveTo is nice because you can use it only on the caster. Is that possible with TranslateTo? Or do the coordinates for TranslateTo and SplineTranslateTo have to be a grid coordinate only?
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Khamaji Taylor
 
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Post » Tue Jun 19, 2012 10:53 pm

Er, it looks to me like the answer's right in front of you, but why not try this:

Caster.TranslateTo( Caster.GetPositionX(), Caster.GePositionY(), Caster.GetPositionZ() + 800, 0.0, 0.0, 0.0, 25.0 )

As it is, I'm not sure what your TranslateTo is for, considering you're already just translating to the caster's position.

If that works and you want to make it even smoother, you could probably divide the translation into separate stages with different speeds in order to create an ease in & out. (Or create a spline with different tangent speeds, I suppose.)
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Shirley BEltran
 
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Post » Wed Jun 20, 2012 7:04 am

Translate to has a speed function...
http://www.creationkit.com/Complete_Example_Scripts#Move_an_Object_to_a_Specific_Location_Without_Fade about 1/4 down the page...
Move an Object to a Specific Location Without Fade
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Charlotte X
 
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Post » Wed Jun 20, 2012 12:03 pm

Without the translate the MoveTo sends you straight and then you fall straight back down. The translate holds you up there and then i set the grav to 0 so you can float around and move around. I'll get rid of the move to and use that translate. if it works you solved my problem :D
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sam westover
 
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Post » Tue Jun 19, 2012 9:15 pm

EDIT: Nevermind it worked. thanks a ton fellas.
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naana
 
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Post » Wed Jun 20, 2012 1:11 pm

Its very fun watching this mod grow as you make it. You will share won't you?
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Josee Leach
 
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Post » Wed Jun 20, 2012 4:55 am

My thoughts exactly.
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Andres Lechuga
 
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Post » Wed Jun 20, 2012 1:54 am

Oh yeah definitely. The Bat Form is so awesome now. Once I solve the sound issue and the while loop issue. It will be phenomenal. I'm close to finishing Vampire Siring as well. After that I'm adding ambushers.

The way it's gonna work is like this. After 50 Necks Bitten Witch Hunters and Vigilants will start surprising you around the world and trying to take you out and they'll be TOUGH. Completely ready with fire and holy symbols to weaken you and hurt you. Usually trying to get you during the day time. The other caveat is this. If you start making too many vampires (the max you can have at once will be four) then you will start to attract the negative attention of The Order. They're the vampires from Oblivion/Cyrodil. They're going to operate as sort of a 'Camarilla' if you will that oversees Vampire laws. Since the player is essentially a rogue (or clanless vampire) who is now siring new vampires the The Order will start hunting you down. So you'll have fascist vampires trying to take you out as well. Will you be able to 'stave' them off? ...I kill myself.

The next update is taking the longest but its going to be the biggest and will essentially round-out and finish the mod. From there on out I'll be touching up, fixing bugs, etc. But if all goes well I have even bigger plans for the future. I'm hoping to utilize the Castlevania castle that's a WIP (sorry, forget the author atm) and use it in a large castlevania-style quest mod. Lots of mazes, traps, monsters and bosses. A true gauntlet of horror and challenge.
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Georgia Fullalove
 
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