lightbulb MPs not moving

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06 Mar 2015 03:49 #1
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
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
Ask me, if you want! I have a good knowledge about moving platform coding.

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06 Mar 2015 15:26 #4
I probably should give my MP code, just so you guys can help me better.
Code:
{ "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
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.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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06 Mar 2015 16:23 #6
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
+1 for castle crashers
Code:
{ "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
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
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.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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06 Mar 2015 18:45 - 06 Mar 2015 19:12 #10
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
Sure thing, here's the code from a mission I made for a triggered moving platform:
Code:
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.

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Code:
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
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.
Code:
"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
No. A TTotTS example.
Code:
// Entity 30 // Entities:g[1] -> Door_Elevator:b[30] { "classname" "Door_Elevator" "datablock" "pathedDefault" "initialTargetPosition" "0" // Brush 0 // Entities:g[1] -> Door_Elevator:b[30] -> poly:p[1] { ( 770 365 304 ) ( 770 493 304 ) ( 770 365 432 ) mbu_edge_white2 [ 0.00000 -1.00000 0.00000 365.00000 ] [ 0.00000 0.00000 1.00000 304.00000 ] 0 1.00000 -1.00000 ( 706 237 304 ) ( 706 237 432 ) ( 834 237 304 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -706.00000 ] [ 0.00000 0.00000 1.00000 304.00000 ] 0 1.00000 -1.00000 ( 706 301 176 ) ( 706 173 176 ) ( 834 301 176 ) mbu_pattern_cool2 [ 1.00000 0.00000 0.00000 -1284.00000 ] [ 0.00000 -1.00000 0.00000 -730.00000 ] 0 0.50000 -0.50000 ( 898 -275 -336 ) ( 898 -275 -208 ) ( 898 -147 -336 ) mbu_edge_white2 [ 0.00000 1.00000 0.00000 275.00000 ] [ 0.00000 0.00000 1.00000 -336.00000 ] 0 1.00000 -1.00000 ( 642 365 192 ) ( 770 365 192 ) ( 642 237 192 ) mbu_grid_blue1 [ -1.00000 0.00000 0.00000 1412.00000 ] [ 0.00000 -1.00000 0.00000 -858.00000 ] 0 0.50000 -0.50000 ( 642 365 304 ) ( 642 365 432 ) ( 514 365 304 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 642.00000 ] [ 0.00000 0.00000 1.00000 304.00000 ] 0 1.00000 -1.00000 } // Brush 1 // Entities:g[1] -> Door_Elevator:b[30] -> poly:p[2] { ( 754 365 304 ) ( 754 493 304 ) ( 754 365 432 ) mbu_edge_white2 [ 0.00000 -1.00000 0.00000 381.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 690 221 304 ) ( 690 221 432 ) ( 818 221 304 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -754.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 690 301 176 ) ( 690 173 176 ) ( 818 301 176 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -754.00000 ] [ 0.00000 -1.00000 0.00000 -381.00000 ] 0 1.00000 -1.00000 ( 770 -275 -336 ) ( 770 -275 -208 ) ( 770 -147 -336 ) mbu_edge_white2 [ 0.00000 1.00000 0.00000 -221.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 626 365 192 ) ( 754 365 192 ) ( 626 237 192 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 770.00000 ] [ 0.00000 -1.00000 0.00000 -381.00000 ] 0 1.00000 -1.00000 ( 626 365 304 ) ( 626 365 432 ) ( 498 365 304 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 770.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 } // Brush 2 // Entities:g[1] -> Door_Elevator:b[30] -> poly:p[3] { ( 898 365 304 ) ( 898 493 304 ) ( 898 365 432 ) mbu_edge_white2 [ 0.00000 -1.00000 0.00000 381.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 834 221 304 ) ( 834 221 432 ) ( 962 221 304 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -898.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 834 301 176 ) ( 834 173 176 ) ( 962 301 176 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -898.00000 ] [ 0.00000 -1.00000 0.00000 -381.00000 ] 0 1.00000 -1.00000 ( 914 -275 -336 ) ( 914 -275 -208 ) ( 914 -147 -336 ) mbu_edge_white2 [ 0.00000 1.00000 0.00000 -221.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 770 365 192 ) ( 898 365 192 ) ( 770 237 192 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 914.00000 ] [ 0.00000 -1.00000 0.00000 -381.00000 ] 0 1.00000 -1.00000 ( 770 365 304 ) ( 770 365 432 ) ( 642 365 304 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 914.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 } // Brush 3 // Entities:g[1] -> Door_Elevator:b[30] -> poly:p[4] { ( 770 221 304 ) ( 770 349 304 ) ( 770 221 432 ) mbu_edge_white2 [ 0.00000 -1.00000 0.00000 237.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 706 221 304 ) ( 706 221 432 ) ( 834 221 304 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -770.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 706 157 176 ) ( 706 29 176 ) ( 834 157 176 ) mbu_edge_white2 [ 1.00000 0.00000 0.00000 -770.00000 ] [ 0.00000 -1.00000 0.00000 -237.00000 ] 0 1.00000 -1.00000 ( 898 -419 -336 ) ( 898 -419 -208 ) ( 898 -291 -336 ) mbu_edge_white2 [ 0.00000 1.00000 0.00000 -77.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 ( 642 221 192 ) ( 770 221 192 ) ( 642 93 192 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 786.00000 ] [ 0.00000 -1.00000 0.00000 -237.00000 ] 0 1.00000 -1.00000 ( 642 237 304 ) ( 642 237 432 ) ( 514 237 304 ) mbu_edge_white2 [ -1.00000 0.00000 0.00000 786.00000 ] [ 0.00000 0.00000 1.00000 176.00000 ] 0 1.00000 -1.00000 } } // Entity 31 // Entities:g[1] -> path_node:e[31] { "classname" "path_node" "origin" "835 301 184" "next_time" "2500" "smoothing" "2" } // Entity 32 // Entities:g[1] -> path_node:e[32] { "classname" "path_node" "origin" "835 301 440" "next_time" "2500" "smoothing" "2" } // Entity 33 // Entities:g[1] -> path_node:e[33] { "classname" "path_node" "origin" "835 301 184" "next_time" "0" "smoothing" "2" } // Entity 34 // Entities:g[1] -> trigger:b[34] { "classname" "trigger" "datablock" "TriggerGoToTarget" "targetTime" "2500"

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07 Mar 2015 17:33 #14
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
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).

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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