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View Full Version : Attaching Obects to Movers


widowmaker
06-06-2001, 11:35 AM
I just had a thought but I am not sure if this can be done. Is it possible to attach objects to movers?

Things like Team Turrets. For a map I am working on I thought it would be nice to have a helicopter that repeatedly flys by shooting at the players. I can get the helicopter to fly around but can I attach a team turret to the mover?

-widowmaker

NutWrench
06-06-2001, 01:20 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I just had a thought but I am not sure if this can be done. Is it possible to attach objects to movers?<HR></BLOCKQUOTE>

Yes. I have test map that uses a forcefield AttachMover to block a doorway. I attached 2 sound actors that make a humming sound to the forcefield mover, so when the forcefield gets switched off, it drags the 2 sound actors away with it. (and toggles the sound off)

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Things like Team Turrets. For a map I am working on I thought it would be nice to have a helicopter that repeatedly flys by shooting at the players. I can get the helicopter to fly around but can I attach a team turret to the mover?<HR></BLOCKQUOTE>

Don't know. I'll fiddle with it and see. smilies/images/icons/smile.gif

Theseus314
06-06-2001, 02:13 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Yes. I have test map that uses a forcefield AttachMover to block a doorway. I attached 2 sound actors that make a humming sound to the forcefield mover, so when the forcefield gets switched off, it drags the 2 sound actors away with it. (and toggles the sound off)<HR></BLOCKQUOTE>

Does this work? Never thaught of doing this. I tend to code a nifty light script and attach a sound to it. The script controls how a light affilated to a forcefield flickers and fades off. The sound syncs to this light and when it turns off, the sound also stops.

Nifty idea though.

NutWrench
06-06-2001, 02:41 PM
Yup, I use TriggerLights in the doorway while the forcefield is "on." I also use a TriggerToggled SpecialEvent(PainInstigator) to "Zap" the player if he gets too close. smilies/images/icons/grin.gif
I use 2 Sound actors for a Stereo effect and change the pitch of one of them very slightly to emphasize the effect.

[ 06-06-2001: Message edited by: NutWrench ]