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Help with activating objects?
Posted: Sun Mar 16, 2014 10:06 am
by yarjor
I have used MyNameIsKooky's powerwop to add active parameter to objects such as ducks, bookshelves, scritters dragonturtles etc.
I added commands to the level to toggle them, but the commands don't appear to do anything. When I set them in the editor to be inactive, they still appear in the player.
What is wrong? What do I do?
Posted: Sun Mar 16, 2014 10:29 am
by Qloof234
Some objects just don't cooperate properly with activation/deactivation. As far as I know, there's not much that you can do.

Posted: Sun Mar 16, 2014 10:59 am
by Pawelec
Let's use a Bookshelf as an example.
The workaround I use is to make a copy of Bookshelf WOP, renamed to Bookshelf Gate. Then I open WOP Editor, click on 'Enable common adjusters', then enable 'Type' field and set its value to 10, then enable Data0 and Data1. This way I have a fully adjustable Bookshelf acting as gate which can be activated via buttons.
Posted: Sun Mar 16, 2014 3:30 pm
by Jutomi
That's pretty ingenious.

Posted: Sun Mar 16, 2014 5:38 pm
by MyNameIsKooky
Objects need a non-0 ActivationSpeed in order to activate and deactivate. A non-0 ActivationType is also necessary. However, deactivation has no effects on some objects aside from visual changes.
Here's a list of the ActivationTypes:
0: Does nothing.
1: GrowZ.
2: GrowXYZ.
3: GrowXY.
11: Gate (default).
12: Bridge, sinks 1 unit.
13: Bridge, sinks 2 units.
14: Bridge, sinks 3 units.
15: Bridge, sinks 4 units.
16: Bridge, sinks 5 units (default bridge movement).
21: Fade.
31: Cage.
41: Dungeon Door.
Posted: Sun Mar 16, 2014 7:10 pm
by yarjor
MyNameIsKooky wrote:Objects need a non-0 ActivationSpeed in order to activate and deactivate. A non-0 ActivationType is also necessary. However, deactivation has no effects on some objects aside from visual changes.
Here's a list of the ActivationTypes:
0: Does nothing.
1: GrowZ.
2: GrowXYZ.
3: GrowXY.
11: Gate (default).
12: Bridge, sinks 1 unit.
13: Bridge, sinks 2 units.
14: Bridge, sinks 3 units.
15: Bridge, sinks 4 units.
16: Bridge, sinks 5 units (default bridge movement).
21: Fade.
31: Cage.
41: Dungeon Door.
Thanks!
If I use fade, and the objects are activated from a command in a different wlv, will the animation play when I enter the wlv with the objects? Are will they be active by then? Wait, can you even activate objects from another wlv?
The whole idea my hub's based on is shattering apart D: Though while writing this I actually had an idea to use if objects can't be activated from other wlv...
By the way, what do you mean by "Aside from visual changes"? What I need is to have my objects appear invisible until activated, most of them are either unreachable or have wall logic around them like the bookshelf. The obly other major thing here is that I need the ducks t be silent...
Posted: Sun Mar 16, 2014 7:12 pm
by Wonderland King
yarjor wrote:What I need is to have my objects appear invisible until activated
Use command 41.

Posted: Sun Mar 16, 2014 7:42 pm
by yarjor
Wonderland King wrote:yarjor wrote:What I need is to have my objects appear invisible until activated
Use command 41.

Wait, isn't 41 the duplication command? How am I going to use it here?
Posted: Sun Mar 16, 2014 7:44 pm
by Wonderland King
yarjor wrote:Wonderland King wrote:yarjor wrote:What I need is to have my objects appear invisible until activated
Use command 41.

Wait, isn't 41 the duplication command? How am I going to use it here?
Put the object inside tall fake walls. When you need it "activated", duplicate it to wherever you need it.
Posted: Sun Mar 16, 2014 7:46 pm
by Jutomi
If you want it the other way around, though, I have no idea.
I have even less of an idea as to that if you want it to be interchangeable.

Posted: Sun Mar 16, 2014 7:50 pm
by Wonderland King
Jutomi wrote:If you want it the other way around, though, I have no idea.
Command 5 might work, but it would have the explosion visual and sound effects.
Posted: Sun Mar 16, 2014 8:33 pm
by Wonderman109
And CMD 5 would destroy the object, so you couldn't recover it. There isn't a teleportation command yet, unfortunately.