Forums WoW Modding Support Archives WoWModding Threads [DiscordArchive] I'm looking to have a lever that, when toggled, causes a platform to move up or down (depending on w

[DiscordArchive] I'm looking to have a lever that, when toggled, causes a platform to move up or down (depending on w

[DiscordArchive] I'm looking to have a lever that, when toggled, causes a platform to move up or down (depending on w

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rektbyfaith
Administrator
0
03-12-2025, 06:05 PM
#1
Archived author: Xahnder • Posted: 2025-03-12T18:05:13.020000+00:00
Original source

I'm looking to have a lever that, when toggled, causes a platform to move up or down (depending on which last state it ended at). Does anyone know how to pull this off simply and/or have some example I can reference? Are there any platforms that work like this in 3.3.5?

Where I'm at so far:
- I have a gameobject/template for a platform with TransportAnimation records with the sequenceID references for Open/Opened/Closed/Close (and stand as a fallthrough). This works fine automatically as-is. (currently it's a type 11)
- I have a gameobject+template for a lever, which has animations for the Open/Opened/Close/Closed animations. It's a button and state changes fine (type 1).

It looks like this is done via smart_scripts, but I haven't been able to get this working at all yet. Maybe I'm going the wrong way. Any advice?
rektbyfaith
03-12-2025, 06:05 PM #1

Archived author: Xahnder • Posted: 2025-03-12T18:05:13.020000+00:00
Original source

I'm looking to have a lever that, when toggled, causes a platform to move up or down (depending on which last state it ended at). Does anyone know how to pull this off simply and/or have some example I can reference? Are there any platforms that work like this in 3.3.5?

Where I'm at so far:
- I have a gameobject/template for a platform with TransportAnimation records with the sequenceID references for Open/Opened/Closed/Close (and stand as a fallthrough). This works fine automatically as-is. (currently it's a type 11)
- I have a gameobject+template for a lever, which has animations for the Open/Opened/Close/Closed animations. It's a button and state changes fine (type 1).

It looks like this is done via smart_scripts, but I haven't been able to get this working at all yet. Maybe I'm going the wrong way. Any advice?

rektbyfaith
Administrator
0
03-12-2025, 06:37 PM
#2
Archived author: stoneharry • Posted: 2025-03-12T18:37:39.159000+00:00
Original source

I think you're grand up until you tried to this with SmartAI.

If you made a simple gobject script that hooked use, found the nearby object/transport, and enabled movement, it should progress to the next point.
rektbyfaith
03-12-2025, 06:37 PM #2

Archived author: stoneharry • Posted: 2025-03-12T18:37:39.159000+00:00
Original source

I think you're grand up until you tried to this with SmartAI.

If you made a simple gobject script that hooked use, found the nearby object/transport, and enabled movement, it should progress to the next point.

rektbyfaith
Administrator
0
03-12-2025, 06:44 PM
#3
Archived author: Xahnder • Posted: 2025-03-12T18:44:03.239000+00:00
Original source

If I'm following right, you're suggesting making a hook script that responds to the OnGameObjectStateChanged? I was hoping to avoid that since it would need to be done on a platform-by-platform basis, but if that's the way to go... so be it. Thanks!
rektbyfaith
03-12-2025, 06:44 PM #3

Archived author: Xahnder • Posted: 2025-03-12T18:44:03.239000+00:00
Original source

If I'm following right, you're suggesting making a hook script that responds to the OnGameObjectStateChanged? I was hoping to avoid that since it would need to be done on a platform-by-platform basis, but if that's the way to go... so be it. Thanks!

rektbyfaith
Administrator
0
03-12-2025, 06:58 PM
#4
Archived author: stoneharry • Posted: 2025-03-12T18:58:33.505000+00:00
Original source

Why would it need to be done per platform?
rektbyfaith
03-12-2025, 06:58 PM #4

Archived author: stoneharry • Posted: 2025-03-12T18:58:33.505000+00:00
Original source

Why would it need to be done per platform?

rektbyfaith
Administrator
0
03-12-2025, 07:03 PM
#5
Archived author: Xahnder • Posted: 2025-03-12T19:03:35.756000+00:00
Original source

I was thinking you were going along the lines of GameObjectScript, and attach one per-platform responding to link to the respective toggle. Right?
rektbyfaith
03-12-2025, 07:03 PM #5

Archived author: Xahnder • Posted: 2025-03-12T19:03:35.756000+00:00
Original source

I was thinking you were going along the lines of GameObjectScript, and attach one per-platform responding to link to the respective toggle. Right?

rektbyfaith
Administrator
0
03-12-2025, 07:03 PM
#6
Archived author: Xahnder • Posted: 2025-03-12T19:03:58.654000+00:00
Original source

Or are you thinking the same script on all, and somewhere (allgameobjectscript?) that it does a 'search for nearest' and then trigger that?
rektbyfaith
03-12-2025, 07:03 PM #6

Archived author: Xahnder • Posted: 2025-03-12T19:03:58.654000+00:00
Original source

Or are you thinking the same script on all, and somewhere (allgameobjectscript?) that it does a 'search for nearest' and then trigger that?

rektbyfaith
Administrator
0
03-12-2025, 07:04 PM
#7
Archived author: Xahnder • Posted: 2025-03-12T19:04:05.546000+00:00
Original source

I may not be following you exactly.
rektbyfaith
03-12-2025, 07:04 PM #7

Archived author: Xahnder • Posted: 2025-03-12T19:04:05.546000+00:00
Original source

I may not be following you exactly.

rektbyfaith
Administrator
0
03-12-2025, 07:04 PM
#8
Archived author: Xahnder • Posted: 2025-03-12T19:04:39.956000+00:00
Original source

Right now, it's feeling like just making an AllGameObjectScript and then doing a switch/case on the game object ID and then triggering a respective platform state change (the one that links to it)
rektbyfaith
03-12-2025, 07:04 PM #8

Archived author: Xahnder • Posted: 2025-03-12T19:04:39.956000+00:00
Original source

Right now, it's feeling like just making an AllGameObjectScript and then doing a switch/case on the game object ID and then triggering a respective platform state change (the one that links to it)

rektbyfaith
Administrator
0
03-12-2025, 07:05 PM
#9
Archived author: Xahnder • Posted: 2025-03-12T19:05:10.565000+00:00
Original source

There are 3 platforms somewhat near in an area for example, so probably having an explicit switch->platform relationship is in order. Though, they should still be spaced far enough apart that 'nearest' would likely grab the appropriate transport.
rektbyfaith
03-12-2025, 07:05 PM #9

Archived author: Xahnder • Posted: 2025-03-12T19:05:10.565000+00:00
Original source

There are 3 platforms somewhat near in an area for example, so probably having an explicit switch->platform relationship is in order. Though, they should still be spaced far enough apart that 'nearest' would likely grab the appropriate transport.

rektbyfaith
Administrator
0
03-12-2025, 07:06 PM
#10
Archived author: Xahnder • Posted: 2025-03-12T19:06:28.444000+00:00
Original source

I was REALLY hoping that a record in the smart_scripts SQL table would have been enough. It kinda-sorta looks like it's made for this. But I haven't successfully set one up yet, and I'm not sure if it'll work with type 11 game objects.
rektbyfaith
03-12-2025, 07:06 PM #10

Archived author: Xahnder • Posted: 2025-03-12T19:06:28.444000+00:00
Original source

I was REALLY hoping that a record in the smart_scripts SQL table would have been enough. It kinda-sorta looks like it's made for this. But I haven't successfully set one up yet, and I'm not sure if it'll work with type 11 game objects.

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