What I am Trying to Do: I am trying to script a Floor [128x64x4] to move down 128 Feet in 8 seconds then despawn, then Reset it's position, and then spawn again. I am doing this in attempt to create a moving wall that constantly goes down creating the illusion that you are going up on a platform. The Issue: The timing should be right; however I keep getting this weird issue were the walls 'bounce' up and down as they translate downward. Here is a link of the script in action: http://imgur.com/tqjcaWk EDIT: I have a bit better setup but still have not found a solution that is consistently smooth every time. (Still getting the bumpy/bouncy movement) CURRENT SETUP: [Block 128 x 64 x4 Scripts] Spoiler: Script 1 <Condition> On Power: State Channel Alpha State On<Action> Move: Offset Y/Vertical -256.00 Time 16.00 Local Movement On Spoiler: Script 2 <Condition> On Power: State Channel Alpha State Off<Action> Move: Offset Y/Vertical -256.00 Time 16.00 Local Movement On Spoiler: Script 3 <Condition> On Timer Initial Delay 16.00 Repeat Timer 16.00<Action> Position/Rotation:Reset Velocity: Reset Off Time 0.00 [Script Brain] Spoiler: Script 1 <Condition> On Timer Initial Delay 16.00 Repeat Timer 16.00<Action> Power: Set Channel: Alpha State: Toggle Old Setup for the Floors [128x64x4]: Spoiler: Script 1 <Condition> On Timer Initial Delay 0.00 Repeat Timer 16.00<Action> Move: Offset Z/Vertical -256.00 Time 16.00 Local Movement Off Spoiler: Script 2 <Condition> On Timer Initial Delay 0.10 Repeat Timer 16.00<Action> Move: Offset Z/Vertical -256.00 Time 16.00 Local Movement Off Spoiler: Script 3 <Condition> On Timer Initial Delay 0.20 Repeat Timer 16.00<Action> Move: Offset Z/Vertical -256.00 Time 16.00 Local Movement Off Spoiler: Script 4 <Condition> On Timer Initial Delay 16.00 Repeat Timer 16.00<Action> Position/Rotation:Reset Velocity: Reset Off Time 0.00
Literally trying to get the same concept to work! haha. Except in a different style other than platform. Sorry I can't be to much help, but I'll be watching your thread to see if I can find pointers too. Scripting can get all sorts of confusing.
It's a glitch. The game is having a hard time keeping track of all the objects change in position. Less objects would make this smoother. I did something kind of, sort of, not really similar but got similar results. I turned "Local Movement" on and it seemed to be a bit smoother, but it is still imperfect. Other than that, there is really nothing you can do.
Ah darn, I guess I will wait and see if they fix it in the next update. If not I will mess around with the scripting some more and see if I find something close. If I do find a solution I will post it in this thread.
It seems like a script can't run again if it's currently running, even at the moment it's ending. So a script that repeats every 8 seconds can't have a move or rotate action that lasts 8+ seconds. But a second script will take over the movement immediately and the first one gets ignored. The first one will take back over if the second ends. So make sure to use two movement scripts with overlapping timings. Don't have two activate at the same moment. In this case, I'd start the first at 0.0, the second at 8.0, and the reset at something like 16.1. But that might not stop the stupid jittering. Maybe some other tactic might work. Something like using normal physics and invisible blockers to hold them in place. Think Connect Four. (note: someone make Connect Four in Forge. Kinect For? lol). Try using gravity volumes to slow them down or maybe using friction by tilting them and the blockers a little. Respawn them instead of using a position reset script. Place them up high so they fall onto the ones below that are slowed down by the gravity volumes. Worth a shot, I think. Or maybe use scripts that run every cycle. cookies4you told me that gets some smoother motion. Multi: Minimum=2 (On Power: alpha: On) (On Message: alpha) {Message Send: alpha} Multi: Minimum=2 (On Power: alpha: On) (On Message: alpha) {movement for 1/60 second} Switch alpha power on/off to start/stop.
That's happened to me trying to do something much smaller. It's likely a bug with scripting itself and not your walls
I have tried the toggle thing and that seems to be the smoothest results so far, but the jittering is definitely still there. So I might try something involving gravity but that might use too many blocks. Here is what I have now: [Block 128 x 64 x4 Scripts] Spoiler: Script 1 <Condition> On Power: State Channel Alpha State On<Action> Move: Offset Y/Vertical -256.00 Time 16.00 Local Movement On Spoiler: Script 2 <Condition> On Power: State Channel Alpha State Off<Action> Move: Offset Y/Vertical -256.00 Time 16.00 Local Movement On Spoiler: Script 3 <Condition> On Timer Initial Delay 16.00 Repeat Timer 16.00<Action> Position/Rotation:Reset Velocity: Reset Off Time 0.00 [Script Brain] Spoiler: Script 1 <Condition> On Timer Initial Delay 16.00 Repeat Timer 16.00<Action> Power: Set Channel: Alpha State: Toggle
Try using reset to move the platform down, and local movement to move it up to the reset position - resetting is usually smoother
necro post... sorry, but I have a similar problem trying to create an elevator that moves more than just a small distance. In this scenario I have... A 5-sided "cage" which is the elevator, grouped and welded And a door that needs to travel with the cage so that there is no opening while it is in transit. (phased) The door and the cage will not stay in sync as they move, and after resetting position (which is how it is currently returning) does not put them in their original locations. There are gaps in the pieces, and even in the welded section. Is this still a thing and Does it totally break elevators that need to move more than a few units? Please help! (wondering if a despawn/respawn after transit and trying to make it not-so-noticeable might be a workaround)