lightbulb MPs not moving

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06 Mar 2015 03:49 #1 by LegoCreator768
MPs not moving was created by LegoCreator768
Hello!

Today I tried making MPs work in MB via Constructor and some help on the forums.
Well, I got the platform but, it's not moving! It's a pathed default and it's an elevator but it doesn't move between the 3 markers, it just sits still, trolling me and making me mad. Can anyone help me?

Thanks!

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06 Mar 2015 11:03 #2 by ProMarbler
Replied by ProMarbler on topic MPs not moving
Hey,

A .map and .mis file might help. You can attach it, or if you want to keep it private (recommending right now), you can private message the admins IsraeliRD/Matan or HiGuy, who should be able to assist you better.

~ PM

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06 Mar 2015 13:04 #3 by Ralph
Replied by Ralph on topic MPs not moving
Ask me, if you want! I have a good knowledge about moving platform coding.

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06 Mar 2015 15:26 #4 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
I probably should give my MP code, just so you guys can help me better.
{
   "classname" "Door_Elevator"
   "name" "MustChange"
   "path_name" "NULL"
   "datablock" "PathedDefault"
   "trigger0" "MyTrigger0"
   "trigger1" "MyTrigger1"
   "trigger2" "MyTrigger2"
   "trigger3" "MyTrigger3"
   "trigger4" "MyTrigger4"
 
   // Brush 4
   {
      ( 128 -384 0 ) ( 128 -384 16 ) ( 128 -256 16 ) MBCTextures/White [ 0 1 0 320 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 0 ) ( 0 -256 0 ) ( 0 -256 16 ) MBCTextures/White [ 0 -1 0 -256 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -256 0 ) ( 128 -256 0 ) ( 128 -256 16 ) MBCTextures/White [ -1 0 0 64 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 0 ) ( 0 -384 16 ) ( 128 -384 16 ) MBCTextures/White [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 16 ) ( 0 -256 16 ) ( 128 -256 16 ) MBCTextures/glowtile [ 1 0 0 0 ] [ 0 -1 0 -512 ] 0 0.5 0.5
      ( 0 -384 0 ) ( 128 -384 0 ) ( 128 -256 0 ) MBCTextures/White [ -1 0 0 64 ] [ 0 -1 0 -320 ] 0 1 1
   }
}
{
   "classname" "path_node"
   "color" "255 255 255"
   "intensity" "100.0"
   "falloff_inner" "1.0"
   "falloff_outer" "10.0"
   "origin" "64 -320 0"
}
{
   "classname" "path_node"
   "color" "255 255 255"
   "intensity" "100.0"
   "falloff_inner" "1.0"
   "falloff_outer" "10.0"
   "origin" "64 -320 192"
}
{
   "classname" "path_node"
   "color" "255 255 255"
   "intensity" "100.0"
   "falloff_inner" "1.0"
   "falloff_outer" "10.0"
   "origin" "64 -320 0"
}

Could you guys reply me the working code and tell me the differences so I can do MPs?

Thanks!

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06 Mar 2015 16:05 #5 by HiGuy
Replied by HiGuy on topic MPs not moving
On the PathedInterior (in the level editor), what is its "InitialTargetPosition" value? If you want it to start immediately and loop, this should be -1. If you want it to wait until you enter a TriggerGoToTarget, this should be 0.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}

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06 Mar 2015 16:23 #6 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
There isn't a value of that name in the LE. Is my code wrong?

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06 Mar 2015 16:28 #7 by IsraeliRD
Replied by IsraeliRD on topic MPs not moving
+1 for castle crashers
{
   "classname" "Door_Elevator"
   "name" "MustChange"
   "initialTargetPosition" "-1"
   "datablock" "PathedDefault"
 
   // Brush 4
   {
      ( 128 -384 0 ) ( 128 -384 16 ) ( 128 -256 16 ) MBCTextures/White [ 0 1 0 320 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 0 ) ( 0 -256 0 ) ( 0 -256 16 ) MBCTextures/White [ 0 -1 0 -256 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -256 0 ) ( 128 -256 0 ) ( 128 -256 16 ) MBCTextures/White [ -1 0 0 64 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 0 ) ( 0 -384 16 ) ( 128 -384 16 ) MBCTextures/White [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
      ( 0 -384 16 ) ( 0 -256 16 ) ( 128 -256 16 ) MBCTextures/glowtile [ 1 0 0 0 ] [ 0 -1 0 -512 ] 0 0.5 0.5
      ( 0 -384 0 ) ( 128 -384 0 ) ( 128 -256 0 ) MBCTextures/White [ -1 0 0 64 ] [ 0 -1 0 -320 ] 0 1 1
   }
}
{
   "classname" "path_node"
    "next_time" "2500"
   "origin" "64 -320 0"
}
{
   "classname" "path_node"
    "next_time" "2500"
   "origin" "64 -320 192"
}
{
   "classname" "path_node"
    "next_time" "1"
   "origin" "64 -320 0"  
}

What I did was:
- remove the mytrigger stuff and the NULL thing because that is known to kill MPs for some reason in constructor
- added the intialtargetposition and set to -1 to auto start
- removed useless marker code
- added next_time as that becomes msToNext
- convinced you to get quark to make MPs on it instead

okay maybe not the last thing but most of it I did

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.
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06 Mar 2015 16:40 - 06 Mar 2015 16:52 #8 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
Thanks for helping me! I am now really excited to be making MP levels in Constructor!

EDIT:

Now that I installed PF's entities pack (Thanks for that Constructor video on setting up for MB!) it's easier to make MP levels, so now I wonder how to make a triggered MP.

Thanks for the support!
Last edit: 06 Mar 2015 16:52 by LegoCreator768. Reason: Wanting to learn more about MPs

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06 Mar 2015 17:03 #9 by HiGuy
Replied by HiGuy on topic MPs not moving
You can make a triggered MP by adding Triggers in after creating the MP's Door_Elevator. Just set the brush type to "Trigger" (should be in the list somewhere under worldspawn). It should come out as a transparent trigger ingame, in the MP's group, ready to use. You can set the trigger's targetTime to the distance along your path that you want the MP to head towards. If you want to run the whole path, you can just be lazy and put 99999999. If you want to only go part-way, add up the "msToNext"s of the Markers to where you want to end up.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}

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06 Mar 2015 18:45 - 06 Mar 2015 19:12 #10 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
Can I look at a triggered MP's code so I can visualize it and not be so confused?

EDIT:

The trigger isn't showing up! Please help!

Thanks!
Last edit: 06 Mar 2015 19:12 by LegoCreator768.

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07 Mar 2015 05:23 - 07 Mar 2015 05:23 #11 by HiGuy
Replied by HiGuy on topic MPs not moving
Sure thing, here's the code from a mission I made for a triggered moving platform:
   new SimGroup(MustChange_g) {
 
      new Path() {
 
         new Marker() {
            position = "0 0 0";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            seqNum = "0";
            msToNext = "1000";
            smoothingType = "Accelerate";
         };
         new Marker() {
            position = "0 -4 2";
            rotation = "1 0 0 0";
            scale = "1 1 1";
            seqNum = "1";
            msToNext = "1000";
            smoothingType = "Accelerate";
         };
      };
      new PathedInterior(MustChange) {
         position = "0 0 0";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         dataBlock = "PathedDefault";
         interiorResource = "platinum/data/multiplayer/interiors/custom/Mirrored.dif";
         interiorIndex = "1";
         basePosition = "0 0 0";
         baseRotation = "1 0 0 0";
         baseScale = "1 1 1";
            initialTargetPosition = "0";
      };
      new Trigger(MustChange) {
         position = "21 -27 3.5";
         rotation = "1 0 0 0";
         scale = "2 2 2";
         dataBlock = "TriggerGotoTarget";
         polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
            targetTime = "2000";
      };
   };

As you can see:
  • The PathedInterior's initialTargetPosition is 0, so the platform will wait before starting.
  • The Trigger's targetTime is 2000, or the sum of all the targetTimes from the Markers (1000 + 1000).

You might have to place the trigger into the mission and then edit it by hand in the Level Editor; Constructor's support for moving platforms has always been uncertain.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}
Last edit: 07 Mar 2015 05:23 by HiGuy.

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07 Mar 2015 15:40 - 07 Mar 2015 15:42 #12 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
In my code, I put my moving platform, then the trigger, then the markers. Is that the right order?
EDIT:

Here's the code from the .map.
   "classname" "trigger"
   "TargetTime" "99999"
 
   // Brush 44
   {
      ( 0 192 16 ) ( 0 192 96 ) ( 0 320 96 ) MBCTextures/White [ 0 1 0 -192 ] [ 0 0 -1 16 ] 0 1 1
      ( -128 192 16 ) ( -128 320 16 ) ( -128 320 96 ) MBCTextures/White [ 0 -1 0 256 ] [ 0 0 -1 16 ] 0 1 1
      ( -128 320 16 ) ( 0 320 16 ) ( 0 320 96 ) MBCTextures/White [ -1 0 0 -64 ] [ 0 0 -1 16 ] 0 1 1
      ( -128 192 16 ) ( -128 192 96 ) ( 0 192 96 ) MBCTextures/White [ 1 0 0 128 ] [ 0 0 -1 16 ] 0 1 1
      ( -128 192 96 ) ( -128 320 96 ) ( 0 320 96 ) MBCTextures/indigotile [ 1 0 0 256 ] [ 0 -1 0 512 ] 0 0.5 0.5
      ( -128 192 16 ) ( 0 192 16 ) ( 0 320 16 ) MBCTextures/White [ -1 0 0 -64 ] [ 0 -1 0 192 ] 0 1 1
   }
}
{
   "classname" "Door_Elevator"
   "InitialTargetPosition" "0"
   "datablock" "PathedDefault"
 
   // Brush 43
   {
      ( 0 192 0 ) ( 0 192 16 ) ( 0 320 16 ) MBCTextures/White [ 0 1 0 -192 ] [ 0 0 -1 0 ] 0 1 1
      ( -128 192 0 ) ( -128 320 0 ) ( -128 320 16 ) MBCTextures/White [ 0 -1 0 256 ] [ 0 0 -1 0 ] 0 1 1
      ( -128 320 0 ) ( 0 320 0 ) ( 0 320 16 ) MBCTextures/White [ -1 0 0 -64 ] [ 0 0 -1 0 ] 0 1 1
      ( -128 192 0 ) ( -128 192 16 ) ( 0 192 16 ) MBCTextures/White [ 1 0 0 128 ] [ 0 0 -1 0 ] 0 1 1
      ( -128 192 16 ) ( -128 320 16 ) ( 0 320 16 ) MBCTextures/greentile [ 1 0 0 256 ] [ 0 -1 0 512 ] 0 0.5 0.5
      ( -128 192 0 ) ( 0 192 0 ) ( 0 320 0 ) MBCTextures/White [ -1 0 0 -64 ] [ 0 -1 0 192 ] 0 1 1
   }
}
{
   "classname" "path_node"
   "color" "255 255 255"
   "intensity" "100.0"
   "falloff_inner" "1.0"
   "falloff_outer" "10.0"
   "heading" "0"
   "pitch" "0"
   "angle_inner" "30"
   "angle_outer" "60"
   "origin" "-64 256 0"
}
{
   "classname" "path_node"
   "color" "255 255 255"
   "intensity" "100.0"
   "falloff_inner" "1.0"
   "falloff_outer" "10.0"
   "heading" "0"
   "pitch" "0"
   "angle_inner" "30"
   "angle_outer" "60"
   "origin" "-480 256 0"
}
Last edit: 07 Mar 2015 15:42 by LegoCreator768.

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07 Mar 2015 17:29 #13 by IsraeliRD
Replied by IsraeliRD on topic MPs not moving
No. A TTotTS example.
 

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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07 Mar 2015 17:33 #14 by LegoCreator768
Replied by LegoCreator768 on topic MPs not moving
I'm guessing that this is QuArK map code, I'm using constructor. Also, what's the order?

Sorry about all the questions but MPs are confusing to me. :)

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07 Mar 2015 19:34 #15 by HiGuy
Replied by HiGuy on topic MPs not moving
Should have the Door_Elevator first, then all PathNodes, then the Trigger (per Matan's code). You might need to remake them in that order, unless Constructor supports reordering the entities (it might, not sure).

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}

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