Boothand Posted February 11, 2014 Posted February 11, 2014 Originally posted something else in this topic, but have edited to fit my new problem: Can I set a *speed* for the elevator, instead of a time to complete its task? Using the same amount of time to reach the top or bottom from anywhere in the lift ride, gets a bit inconsistent. //Generated by BehavEd rem ( "Player triggers lift from inside" ); if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); task ( "moveup" ) { affect ( "towerlift", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "towerlift_t2", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); affect ( "towerlift_trigger", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "towerlift_t2_trigger", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } } } do ( "moveup" ); } else ( ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); task ( "movedown" ) { affect ( "towerlift", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "towerlift_t1", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); affect ( "towerlift_trigger", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "towerlift_t1_trigger", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } } } do ( "movedown" ); }
mrwonko Posted February 11, 2014 Posted February 11, 2014 Can I set a *speed* for the elevator, instead of a time to complete its task?No. You can only hard code different times for different states, i.e. save the current location and execute different moves depending on that. Boothand likes this
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