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FPSC Classic Scripts / When Worlds Collide difficult puzzle

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Bugsy
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Posted: 13th Aug 2010 08:08
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I have here a diagram for a possible puzzle in When Worlds Collide.

basically, there are 3 floors. the player starts on the second flor. he has to take the elevator to the top floor, get a key, and take it back down to the second floor, open a door, and then access the "elevator controls" that make the elevator go back to the top floor, so the player can drop down to the first floor. LeShorte and I worked on it, and found ways (be they barbaric in nature) to do some of the things, it's just the elevator stopping on the second floor instead of the ground floor we couldn't figure out.

if anyone could provide some insight into this issue, I'd be very grateful.

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Nbt
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Posted: 13th Aug 2010 10:59
Does not the lift scripts use raytracing (raycast) to determine if it has hit the top or bottom of the lift shaft ??

If so why not just spawn a large (enough to fill the lift shaft) entity (of course with isimmobile = 1) in the shaft level with the floor you wish to stop at ??

Bugsy
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Posted: 13th Aug 2010 19:28
that could work, and perhaps have the controls not only destroy the entity, but move the elevator to the top floor.

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Nbt
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Posted: 13th Aug 2010 19:41
yups, if my idea works that is

Bugsy
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Posted: 14th Aug 2010 01:47
kay. we shall see.

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Plystire
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Posted: 14th Aug 2010 03:11
It is a very good idea, actually! I hope it works.


Quote: "raytracing (raycast)"


It uses raycasting. Raycasting is where you "cast" a ray out in a direction to check for collision along a line and return a distance (typically). Raytracing is where you trace a ray back to its source (I believe) and is typically used for accurate reflection in shaders... I also believe raytracing was not a viable method for use until DX11, whereupon GPUs had integrated methods for performing them.

I know, not exactly on topic, just some information for you.


The one and only,


Nbt
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Posted: 14th Aug 2010 14:23
Cheers for that Ply, I love new info to learn Myself I only used raytracing for light mapping and just think of it as a kind of sonar lol

Bugsy
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Posted: 15th Aug 2010 03:42
I get them mixed up. that unlimited detail technology stuff uses it I think.

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Le Shorte
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Posted: 15th Aug 2010 07:15
Wait, didn't we solve this?
Or is the cheapo explosion solution not working out for you?

Putting the fear back into sliced bread since 4th May 2010
Bugsy
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Posted: 16th Aug 2010 03:59
will see. not home.

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