Dyson Posted September 4, 2016 Report Share Posted September 4, 2016 Hi, I was wondering if anyone in the community has been able to use parts of a ladder as vector positions? I have tried using the super child objects as a child pos, but the game does not like that. I have tried using childs assigned to eg the basket proto then assigned to the ladder proto as a super child but this also does not work. Any ideas would be appreciated! Thanks Dyson Quote Link to comment Share on other sites More sharing options...
itchboy Posted September 5, 2016 Report Share Posted September 5, 2016 Not possible in Em4. There is no way to access each 'superchild' as an object, and you cant use child objects placed in editor, because the location and rotation of the ladder is dynamic. Quote Link to comment Share on other sites More sharing options...
Dyson Posted September 5, 2016 Author Report Share Posted September 5, 2016 Well I just need to be able to find the base position of the ladder. I can find the top with a dummy person but just can't find the base. But yeah I thought this was the case. I'm guessing the base must just need to be a static child then? Quote Link to comment Share on other sites More sharing options...
itchboy Posted September 5, 2016 Report Share Posted September 5, 2016 You can use an editor child for the basket base. My guess is you're attempting to make a ladder climb command. Quote Link to comment Share on other sites More sharing options...
Dyson Posted September 5, 2016 Author Report Share Posted September 5, 2016 Yep we have the script logic just needed to be able to get the base and basket positions thanks for the info Quote Link to comment Share on other sites More sharing options...
Dyson Posted September 5, 2016 Author Report Share Posted September 5, 2016 Am I right in thinking you achieved this too? I have it working now but I run into problems calculating the gradient if the ladder is too steep did you manage to avoid this? Quote Link to comment Share on other sites More sharing options...
itchboy Posted September 6, 2016 Report Share Posted September 6, 2016 For a couple months now Ive been sitting on this. I hope to be able to begin making my FP map so I can begin crafting custom buildings with roof venting functionality. Ive not encoutered such a bug yet in my tests, but my guess is that it could be an Em4 hardcoded thing which limits how far up they can move. I did not bother making it compatible with the 'cool' and extinguish' functionality of the ladder. Its not possible to have the person move dynamically with the ladder at every given second, so Im for now using the default system until I can finish creating an 'invisible' firefighter which will operate the cannon, but fool the player into thinking that nobody is up there. Quote Link to comment Share on other sites More sharing options...
Dyson Posted September 6, 2016 Author Report Share Posted September 6, 2016 For a couple months now Ive been sitting on this. I hope to be able to begin making my FP map so I can begin crafting custom buildings with roof venting functionality. Ive not encoutered such a bug yet in my tests, but my guess is that it could be an Em4 hardcoded thing which limits how far up they can move. I did not bother making it compatible with the 'cool' and extinguish' functionality of the ladder. Its not possible to have the person move dynamically with the ladder at every given second, so Im for now using the default system until I can finish creating an 'invisible' firefighter which will operate the cannon, but fool the player into thinking that nobody is up there. Yeah we're using a very similar setup although this will be purely for getting to ththe roof to vent. No extinguishing required. But yeah I moved the open house so the window was approx where a roof would be and the math didn't like it. Would be interesting to know if your math still works Quote Link to comment Share on other sites More sharing options...
itchboy Posted September 6, 2016 Report Share Posted September 6, 2016 There isnt really any math involved here. Its just the moveToPos function with the timing set to be slower. I cant figure out what would cause the angle to go bad though. Quote Link to comment Share on other sites More sharing options...
Dyson Posted September 6, 2016 Author Report Share Posted September 6, 2016 Hmm we have a gradient calculated to climb. We couldn't get a simple move to pos to work at all. That would be far simpler if it works though Edit: so we tried using the move command like you said but the person won't move at all now. Any ideas? Quote Link to comment Share on other sites More sharing options...