Difference between revisions of "Elevator Entities"

From MechWarrior: Living Legends Wiki
Jump to: navigation, search
m (Prerequisites: italic and bold)
m (rephrased)
Line 1: Line 1:
One of the common experiences of our civilization is the suspense awaiting an elevator to arrive. Havnig this accessible in the game, can't but further the immersion and bolster the ambient.
+
One of the common experiences of our civilization is the suspense awaiting an elevator to arrive. Havnig this accessible in the game, can't but bolster the immersion.
  
  

Revision as of 13:11, 13 January 2018

One of the common experiences of our civilization is the suspense awaiting an elevator to arrive. Havnig this accessible in the game, can't but bolster the immersion.


Prerequisites

For an elevator to exist at all one needs to put two entities into the map and make them connected so they interact:

  1. Elevator entity
  2. Elevator switch entity

And still there is more to that, and quite some.

For an elevator to be any good in the game, one has to define it's geometry (the cgf file) a.k.a. 3d art. The game will then use it as the rigid body of the elevator.

The same applies to the switch, it can be assigned an 3d model,to represent the "elevator calling switch". Although the switch has to be connected by a named link, called up or down, the switch really acts as a toggle and can both call and dispatch the elevator.

For this to occur, and any elevator can have an arbitrary number of switches, every switch has to be connected to it's elevator, and the link is to be named up or down.

So, once the player (the BA in MW:LL) can interact with the elevator, we still can't have other vehicles use it. For them to activate the button, we need to use an entity called proximity area, that can be connected to the switch:

Once an object enters the proximity area, the area entity sends an "event" - this event we connect to the elevator switch.

Now, when an mech steps into an proximity area, an sound can be played, and the elevator begins moving.

Art

Make sure the elevator fits the required role in size and form. The general guidelines for art creation apply.

Elevator entity

Here we will go in detail with whats possible (and exotic)

Elevator switch entity

Here we will show some troubleshooting and explain someoptions

Proximity area entity

Yes, we have conducted tests, and found the proximity areas do work in MW:LL. Here we will discuss the quirks and tips for optimal usage