Ha Ha!
So, I'm trying to make it so when I drop an item, it floats in the air.
I've got these glowy, floaty things, you see. Better have a screenshot of that...
Yeah, all right. Any excuse, I know...
Anyway, I've got the "glow" part sorted out, but the floating only works there because I placed them there in the editor and turned off havoc settle. Pick 'em up and drop 'em and the roll around on the floor, which isn't what I want.
So I added a script to the gems so that if they were dropped they'd translate upwards. And it didn't work. I tried everything I could think of, but the only thing I got was a gem rolling the dust and Welynn shouting at me for dropping my rubbish in his nice clean cell.
So I thought "maybe it needs a static, or a movable static".
With this in mind I added a table to the test cell. I created a movable static, pointed it at a glowy gem mesh, and stuck it on the table, next to a button. I added this script to the buttton:
Scriptname dpv_test_lev_button extends ObjectReferenceObjectReference Property Gem Autoevent OnActivate(objectreference foo) float x = GetPositionX() float y = GetPositionY() float z = GetPositionZ() translateTo(x, y, z + 1000, 180, 0, 0, 100)endevent
Then I coc'd into my test cell to test it. Well you can guess what happened...
I made the script levivate the button rather than the gem! Laugh? I nearly started.
Well, at least I know the code works now...
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