Paint the Town Red

Paint the Town Red

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How to Move/Rotate Primitive Objects in Gameplay
By SupaPlayer
In this guide you will learn how to use way points to set up primitive objects and props to move and rotate when playing. Some useful creations involve: elevators, robots, etc.
   
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Introduction
Welcome to this guide. By reading, you will be taught moving and rotating props with way points, and setting it all up in the editor. By proceeding, I assume that you have a basic grasp of the editor and have used it for at least some time. Before I begin to tell you how to actually move objects, I will start and tell you all of the options for moving objects and their definitions.
Options and Definitions
The image to the right will show all of the options available for moving primitives. Start by placing a primitive shape, located in the "Others" category in the prop section of the level editor. Now click on the prop, and you can view these options.


1. Match Path Rotation: If checked, this option means that your primitive shape will align all of it's rotations with the way point when moving.

2. Collision: If checked, your primitive shape will be able to collide with the player, enemies, and weapons.

3. Start Moving on Path: If checked, this means that your primitive will start moving along it's path immediately when the level starts.

4. Scale X, scale Y, and scale Z: These are the axes that determine the side of your primitive object. (Typing 0.1 on an axis is the size of a pool cube for reference)

5. Path Speed: This is one of the main functions used for moving props. On a range of numbers from 0.1 to 50, it will determine how fast your object moves along it's path. (50 being extremely fast)

6. Path Start Point: This means that your primitive will start moving from where they are instead of teleporting to the first way point. (0 means that it is false, while 1 means it is true)

7. Texture Scales: These are the axes along which your primitive object texture will be scaled.

Knowing all of the options and remembering them is essential to setting up moving primitives quickly.


Our First Path
After understanding all of the definitions and terms of primitive objects, we can now begin to build our first simple object path. It's time to start placing way points.

Way points are yellowish greenish icons that are found in the "Other" category, along with primitives.
Place one into the level. This first way point will act as the start of the path.

Now place a second way point in a different position. (Do not rotate either of the way points for now)

In order to have the primitive move, we have to connect the primitive to the first way point. (In this example I am using a rectangle.) Select your primitive object and check the option that says "Start Moving on Path".

Now select the tab on the left of the screen that says "Logic" and then "Edit Logic". Click on the first way point and press T. Now hover your cursor over the second way point, and it will turn white. Click on the way point, and you will now see a thin white line connect the two way points, with an arrow flying from the first to second way point.

Now press T again, and click on the primitive object. Note: It is important that you click on the second way point before the primitive, or the path will not work.

Now play the level. If everything went according to plan, you will see your primitive move from the first way point, to the second way point continuously, teleporting back to the first point after it reaches the second. Congratulations! You have just constructed a simple object path.
Modifying The First Path
After a successful first run of your path, I'm sure you will soon grow bored of it's simplicity and want to modify and expand it. Below I will list some options to enhance this path.

Reversing the path loop: By doing this, we can make the primitive cleanly reverse along the path instead of instantly teleporting back to the first path. What you do first is to go into the Logic tab again, and select your second way point. Press T, and click the first way point. Now run the level. You will notice that the primitive now reverses along the path after it finishes.

Changing the speed of the path: This will change the speed of your primitive. To do this, select your primitive and simply change the path speed bar.

Attaching props to the primitive: This allows the primitive to move props with it along the path. First, place down the props you want to have. Then select the prop, press alt, and click on the primitive. If you are dealing with traps, it is good practice to make sure you set the trap timers before grouping, although you can still ungroup the props later. This is handy for making vehicles that the player can ride along.

Path rotation: This allows the primitive to rotate along the path. To achieve this, let's first select the second way point. Rotate it 90 degrees in a certain direction. Now play the level. You will notice that the primitive will rotate to match the second way point as it travels from the first to second way point. This is essential to having more complex paths.

Expanding the length of the path: This is simple. Using our current knowledge of pathing, we can create more way points and expand the length of the path, while moving and rotating the primitive in different directions. This also is very helpful for complex paths and machines.
How to Make a Path Stop Moving/Rotating
After visiting methods to make a primitive move, you might be wondering how to make a primitive stop. Currently, primitives only repeat their path, or reverse their path. This happens endlessly. There are 3 main ways to make a primitive completely stop in their path.

Logic zones: This is likely the easiest way. First, place a logic zone at the place where the player will touch, and to stop the primitive. Now go to the logic tab, and set the zone to connect to the primitive. Now when the player walks into the zone, the primitive will stop. The logic zone itself can also be edited to either toggle, turn on, or turn off the primitive path. You can additionally set the logic zone so that it can only be triggered once.

Buttons: These buttons allow you to trigger the primitives just like logic zones, although they are manually activated by the player when pressed. Follow the same directions as the logic zones to set it up. The settings on the button prop can also affect the prop.
Conclusion
This concludes my guide about moving primitives. I will be including more details and blueprints later, although for now this basic guide should serve you well. Thank you for reading and I will be happy to answer questions in the comments.
4 Comments
wamcrash999 30 Jun, 2021 @ 12:03pm 
supa primitive :ElizaHeart:
SupaPlayer  [author] 4 May, 2021 @ 1:34pm 
@CompacterAlectoris I am nowhere near fluent in Russian so a Russian translation would likely be flawed, I'll look into it
shizoreq 30 Apr, 2021 @ 4:03am 
pls make russian translate
kilf 29 Jun, 2020 @ 2:45am 
ADADA