EgoMoose
(EgoMoose)
August 10, 2018, 1:18am
#1
I made a quick zip line model. It allows characters to travel across maps quickly and in style.
You can find it here:
Features:
Option to go both forward and backwards on line.
Ability to set the speed of each line.
FE compatible.
Multiple users can use the same line at the same time without need to worry about crashing into each other.
Compatible with both R6 and R15
You can find further instructions about setup in the script that’s included with the model.
Enjoy!
247 Likes
ColdSmoke
(ColdSmoke)
August 10, 2018, 1:20am
#2
in the last few days you’ve single handedly made a whole range of games FAR more accessible to new developers and at a high quality, I applaud you
33 Likes
EgoMoose
(EgoMoose)
August 10, 2018, 1:22am
#3
That’s the goal, so seems like I’m hitting my target! Thanks for the support!
27 Likes
Extuls
(Extuls)
August 10, 2018, 2:23am
#4
Not on my computer to check, but does this offer an event locally for when the local player gets on or off it? It would be useful, as then someone could easily play an animation they make for it.
2 Likes
joritochip
(joritochip)
August 10, 2018, 2:25am
#5
This would definitely not be a hard change to make if it doesn’t already have one.
4 Likes
EgoMoose
(EgoMoose)
August 10, 2018, 2:29am
#6
It doesn’t have one, but as @joritochip said it would be trivial to add if you know how to script.
1 Like
minsauce
(minsauce)
August 10, 2018, 4:45pm
#8
Thank you Ego, very cool!
6 Likes
Flamingles
(Flamingles)
August 12, 2018, 5:32pm
#9
I’ve been trying to make a Zip Line system ever snce Egg Hunt 2017, but since my knowledge back then was really limited, I kind of gave up.
Thank you so much for this! Now I can pick it apart and see what I did wrong in my old games.
3 Likes
AznDibs
(AznDibs)
August 15, 2018, 7:04am
#10
Seems to not work when a player is using an R15 package… have you run across this issue during testing?
4 Likes
EgoMoose
(EgoMoose)
August 15, 2018, 9:36am
#11
I’m out of town, but ill take a look as soon as I’m back. Thanks for the heads up!
Edit: This should be fixed now. Seems like the problem has to do with packages taking a split second longer to load.
4 Likes
Sweet, it’s so easy to use!
1 Like
Yea, It works perfect for so many games.
3 Likes
Can you build this Irl? thanks! xd
3 Likes
Just a few days ago I was trying to make one! Thanks so much for this! Your nearly at 100 favorites btw!!! 1 more favorite to go!
1 Like
I’m pretty sure this isn’t meant to happen.
1 Like
EgoMoose
(EgoMoose)
August 11, 2019, 9:34pm
#19
Should be fixed now! Sorry to others reading this who had this issue. I did see your comments, but I just never got around to fixing it.
As for the problem… Apparently character rigs with mesh parts in the upper arm(s) take a split second longer for the joints to load. I.e. Part0
of the motor6D shoulder joint will be nil if you try to access it’s value upon the CharacterAppearanceLoaded
. For whatever reason this issue does not present itself with the standard blocky R15 rig. Anyways, easy fix, just added a check and wait if the joint hasn’t fully loaded yet.
2 Likes
Can you file a bug report for this with a repro? The character’s appearance should be completely finalized when that event fires.
5 Likes