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Dynamic Map objects


Chems

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On the IT mission where you have to rescue the marines and go to the downed plane thingy, on the plane thingy the prop is still turning, and on IT MP mission boats go round, and also in FB the radar dish turns. And DS the birds fly around. How are all these things set up? Whats the restrictions? Rotation only I guess. What other stuff can do with it. Just some general info please. thx.

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Plane thingy?? <_<

Those are probably all set up as dynamic objects. Most animation is rotation, but I think you can apply other types, as long as all motion is linear. Not alot of documentation in the pdf, but all I can say is if you want some other type of animation give it a shot.

And then report back :P

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Neutron didn't use the <dyn> tag in his maps. The Radar dish is a door that is animated to rotate on its helper point. It is flagged to start animating in the map editor plugin with linear rotation. The other thing he did was to set the animation to ping-pong so it rotates to a certain point and then back to the starting point and so on.

Read up in the pdf on dynamic map objects. It took me a few times to do it, but it really is quite simple. They use a car as an example which animates on death. I believe these were used in the embassy map in the [Ghost Recon]. Load up the map and start firing rockets at the cars and you'll see what I mean.

Death animation is stored in the damaged object pob file. There are also two versions of an Icebreaker map that has haystacks that burn on death and a destructable wall on the other version.

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Just group it as a dynamic object and animate it. Flag it to start animating. As long as you are using linear animation it will work. If you want the animation to loop you may have to flag something else as well. You can go as far as having the geometry animate both while alive and during destruction. The limits are up to you really.

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  • 5 weeks later...

K I did exactly like u said EL_OSO but it's not looping. It just makes one cycle. Set it to linear, ping-pong, flag to start it, tried with <dyn> and <door> but no luck. U said there is one thing to get flagged but i have no clue which one. :wall:

I hope someone can help me :stupid:

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I belive he was talking about IGRO scripting, in IGOR the door was scripted on a timer or something, to open then close then open then close etc. THats what ya meant el oso?

BTW, you never did explain to me how they did the propellers in IT on the downed Marine plane. The one thats still spinning.

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I did a little rotation test. I made an object, grouped with a helper point 'O', named it r_<n><dyn><object> where r is the room it is in, and object is whatever you name it.

(This was in max 3.1, not sure about other versions)

I gave it a rotation animation - clicked the animate button, moved the time slider to 20 and rotated the object 180 degrees (half way around). Then I moved the time slider to 40, and rotated the object another 180 degrees, so it was back in the same orientation it started. Then I turned off the animation.

Then I opened the track view. Under 'world', I went down to objects, clicked on the '+' to open the tree, selected my dynamic object, clicked on the '+' in the circle to open my transform tree, and clicked on 'rotation'.

step1

Along the top is a button for 'Parameter Curve Out-of-range Types'. Clicked on that, to open a window with a bunch of options. I clicked both boxes under 'Loop'.

step2

Under the map editor I checked 'starts animating'.

Export, and voila! :o

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Thank u very much Cobaka. It works great now. All i was missing was 'Parameter Curve Out-of-range Types'. Thanks again m8 :yes::D .

BTW: This info should be pinned as "animated object tutorial" or something. :thumbsup:

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  • 3 months later...

I got a question.i made a satalite and tagged it has a door.went in the trackview and made it loop.when i went into the game it goes back and forth.everything is fine just it goes to fast,how can i slow down the animation?

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  • 3 months later...
  • 1 year later...

just thought I would add that there is good bit of info in the help file that can be found in the level exporter folder in the extras from the IT cd. I had completely overlooked and forgotten about it, and it outlines the controller types that are usable(as well as many other things). I'm not too sure that all of it is actually implemented, but thought I would point out it's existance here. Some of the naming configs seem to be contradictory to the ones in the pdf, I'm not sure if it would matter. Mostly, it goes into much more detail about tagging and naming with the map editor than the pdf does, with less examples.

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