Help with activating objects?
Help with activating objects?
I have used MyNameIsKooky's powerwop to add active parameter to objects such as ducks, bookshelves, scritters dragonturtles etc.
I added commands to the level to toggle them, but the commands don't appear to do anything. When I set them in the editor to be inactive, they still appear in the player.
What is wrong? What do I do?
I added commands to the level to toggle them, but the commands don't appear to do anything. When I set them in the editor to be inactive, they still appear in the player.
What is wrong? What do I do?
Let's use a Bookshelf as an example.
The workaround I use is to make a copy of Bookshelf WOP, renamed to Bookshelf Gate. Then I open WOP Editor, click on 'Enable common adjusters', then enable 'Type' field and set its value to 10, then enable Data0 and Data1. This way I have a fully adjustable Bookshelf acting as gate which can be activated via buttons.
The workaround I use is to make a copy of Bookshelf WOP, renamed to Bookshelf Gate. Then I open WOP Editor, click on 'Enable common adjusters', then enable 'Type' field and set its value to 10, then enable Data0 and Data1. This way I have a fully adjustable Bookshelf acting as gate which can be activated via buttons.
"Let us return to the past; it will be progress."
by Giuseppe Verdi
by Giuseppe Verdi
That's pretty ingenious. 

Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~

Also, if you want to see my level list, here it is!

(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
Objects need a non-0 ActivationSpeed in order to activate and deactivate. A non-0 ActivationType is also necessary. However, deactivation has no effects on some objects aside from visual changes.
Here's a list of the ActivationTypes:
0: Does nothing.
1: GrowZ.
2: GrowXYZ.
3: GrowXY.
11: Gate (default).
12: Bridge, sinks 1 unit.
13: Bridge, sinks 2 units.
14: Bridge, sinks 3 units.
15: Bridge, sinks 4 units.
16: Bridge, sinks 5 units (default bridge movement).
21: Fade.
31: Cage.
41: Dungeon Door.
Here's a list of the ActivationTypes:
0: Does nothing.
1: GrowZ.
2: GrowXYZ.
3: GrowXY.
11: Gate (default).
12: Bridge, sinks 1 unit.
13: Bridge, sinks 2 units.
14: Bridge, sinks 3 units.
15: Bridge, sinks 4 units.
16: Bridge, sinks 5 units (default bridge movement).
21: Fade.
31: Cage.
41: Dungeon Door.
Thanks!MyNameIsKooky wrote:Objects need a non-0 ActivationSpeed in order to activate and deactivate. A non-0 ActivationType is also necessary. However, deactivation has no effects on some objects aside from visual changes.
Here's a list of the ActivationTypes:
0: Does nothing.
1: GrowZ.
2: GrowXYZ.
3: GrowXY.
11: Gate (default).
12: Bridge, sinks 1 unit.
13: Bridge, sinks 2 units.
14: Bridge, sinks 3 units.
15: Bridge, sinks 4 units.
16: Bridge, sinks 5 units (default bridge movement).
21: Fade.
31: Cage.
41: Dungeon Door.
If I use fade, and the objects are activated from a command in a different wlv, will the animation play when I enter the wlv with the objects? Are will they be active by then? Wait, can you even activate objects from another wlv? The whole idea my hub's based on is shattering apart D: Though while writing this I actually had an idea to use if objects can't be activated from other wlv...
By the way, what do you mean by "Aside from visual changes"? What I need is to have my objects appear invisible until activated, most of them are either unreachable or have wall logic around them like the bookshelf. The obly other major thing here is that I need the ducks t be silent...
- Wonderland King
- Rainbow Master
- Posts: 945
- Joined: Thu Jan 17, 2013 12:48 am
- Wonderland King
- Rainbow Master
- Posts: 945
- Joined: Thu Jan 17, 2013 12:48 am
Put the object inside tall fake walls. When you need it "activated", duplicate it to wherever you need it.yarjor wrote:Wait, isn't 41 the duplication command? How am I going to use it here?Wonderland King wrote:Use command 41.yarjor wrote:What I need is to have my objects appear invisible until activated
If you want it the other way around, though, I have no idea.
I have even less of an idea as to that if you want it to be interchangeable.
I have even less of an idea as to that if you want it to be interchangeable.

Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~
Also, if you want to see my level list, here it is!
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
Jutomi~

Also, if you want to see my level list, here it is!

(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
- Wonderland King
- Rainbow Master
- Posts: 945
- Joined: Thu Jan 17, 2013 12:48 am
- Wonderman109
- Rainbow MegaStar
- Posts: 3588
- Joined: Thu Jun 28, 2012 11:25 pm