"Lifts" may be broken (?)

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"Lifts" may be broken (?)

Post by John Adams » Sun Apr 12, 2009 1:24 pm

LE,

You once set up the Elddar Grove Tree Lift for me and it was working perfectly. Now, a few mos later, the tree lift is acting strange. No one has touched it, far as I know. We haven't worked in that zone yet. But here's what it's doing.

Instead of rising vertically, it is sliding off horizontally til it gets to what it thinks it's destination is, then the graphic snaps to the top of the tree. Obviously, if you are riding the lift at this time, this could be disconcerting. :) I only just now noticed, since I was going to attempt to get the Academy of Arcane Science lifts to work in North Freeport... alas, I am without a functioning example.

Could you take another look? Or try it on your server, which is where I think you developed the lift for my zone. See if it still works for you. If it does, then someone mucked with the data here and I will have to chop fingers off.

Thanks!



Edit: Working feverishing on the North Freeport lifts, I am making some progress getting them to move straight up and down. But it seems after a few /reloads, they stop working. Not sure if it's me, or coincidence. Or maybe I am seeing things and they are never truly working ;)
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Re: "Lifts" may be broken (?)

Post by John Adams » Sun Apr 12, 2009 3:23 pm

Ok, I finally figured out what (I think) the problem is. LE, "open_y" needs to support a negative value. The lift in North Freeport Acadamy of Arcane Science has one lift that is underground - that is, it's starting location is a negative, it's open_y is a negative, and it's close_y is a negative. The close_y seems to be working ok, though I think even if this value is 0 (zero), it still works.

But when I set an open_y to start at the bottom and lift up to the middle (ground) floor of the library, the lift vanishes under the world. If I set it to anything positive (even 0.01) the lift rises fine, but ends up way too high. The open_y for this underground lift should be -5.84. close_y is 35.33.

Also found these lifts are 1.65 "thick", meaning when a player is standing on one, you can subtract 1.65 to get to the lift's "center", where it's Y coord is. Anyway, I think that's why this particular lift system is freaking out.


The Tree Lift in Elddar is still going sideways, but I think that might have something to do with heading or location. There is a difference between these two systems. The Freeport lift requires heading and location on. While the lift in Elddar seems to not want heading, but does want location - or it disappears. Very inconsistent... or, I do not truly understand the purpopse of those values.

Hope this info helps some.

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Re: "Lifts" may be broken (?)

Post by John Adams » Sun Apr 12, 2009 3:42 pm

Last 3 things :)

If I set close_y to 0, but leave open_y as the negative, the lift appears to move horizontally. /boggle

And this is more a feature than a bug, but on Live, you cannot click the lift platform and make it move - only the leavers or objects that make the lift move. In the case of the Kelethin lifts, they are on a timer and require no activation.

Lastly, we may need a "speed" value in widgets for open/close speed. In the case of lifts, the Freeport lifts move a lot faster than the Elddar or Kelethin lifts appear to move. Is "speed" a possibility?

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Re: "Lifts" may be broken (?)

Post by LethalEncounter » Sun Apr 12, 2009 4:25 pm

Yah, I'm going to have to rework lifts. I was trying to get the gfay lifts working and I accidently broke the other lifts apparently. I'll probably just rollback my changes and do the gfay lifts when I get time.

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Re: "Lifts" may be broken (?)

Post by alfa » Sun Apr 12, 2009 6:00 pm

John Adams wrote:Last 3 things :)

If I set close_y to 0, but leave open_y as the negative, the lift appears to move horizontally. /boggle
In some zones (like Ruins of Guk) lift move horizontally :P
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