This is similar to a previous problem I had with the whole door just resetting to the origin point. It was solved with a “break vector” node but that only prevents it from resetting to a certain axis. It still resets vertically when I first press the button, and does not go up. Changing the break vector nodes only switches which axis it will reset to. I don’t want the door doing anything other than move from the position I spawned it in, down to the position I tell it to go. This is what is going wrong:
Hey @Impudent_Swine!
It looks like it should work fine… What about the insides of the timeline? Is it just 0 to 1? Or anything different?
Get back to us!
Yes, the timeline is 0 to 1
The timeline animation works fine itself. The door is set to move -400 units on the z axis and it technically does that, but the door’s z axis coordinate resets to 0 as that happens and I cannot figure out why.
If you mean connect the z pin from the break vector node to the A pin on the lerp node, that did not work. This just made the door animation properly to the reset point before immediately going beneath the map, as opposed to teleporting. But then the door just stops responding after I click the button the first time.
But perhaps I am not understanding you properly.
Okay I see what is happening, I think. I think we can fix this with some exact steps.
- Before the timeline, get the current relative position of the door. Break that, save the Z as “Starting Z” Float variable.
- Move down to the Lerp, plug “Starting Z” in as the “A” input.
- Pull off of Starting Z again, do a “-” node and do “Starting Z - 400” and plug that into the “B” on the Lerp.
So this way the Lerp is going from “The Z the object has relative to its parent before moving” to “The Z relative to its parent AFTER moving”.
Because right now it’s just straight up changing the current value, and if the relative Z isn’t STARTING at 0, what you have should guarantee it goofing up.
Give that a try, and let us know if it works!
So that solved the axis reset problem but now the door just teleports to its location and does not move again after clicking to close it the first time. Here the photo of the editor.
Could the problem be that the lower execution branch isn’t connected to the other nodes and instead runs straight into the the timeline? I’m not sure if that matters or not but it seems like that’s where it lies since the door does not go back up with the button is pressed, despite everything else working properly besides the timeline animation. I am going to continue trying.
what you trying to do here? door move from above map to below map and block the path right?
because i see you set the initial z value to 215 in your map
So the code, when lerping, you set the z at 0 and lerp to -400
that mean, the door will start at 0 and move down the map.
what you should do, use the relative z value on the 0 you set,
this will tell the lerp, to start at the door z location
Then, instead of lerping to -400, set it to 0.
dont use -400 because it will make the door move below the map
0 will make the door block the path
and use play at start and reverse from end
Yes, and the new nodes sort of do that, but the door now just doesn’t respond to the lower branch.
I had another thought: Set the “Starting Z” in the Construction script.
Can we see the left side, the events you’re using? Also you can add “Print String” nodes to check if an execution line is being used!
This is the whole thing, just to make it easier to look at.
I will try the other method too. Also, I don’t know if it is the same indicator of execution, but in the even graph, both execution lines light up when I click the button as normal, so the issue seems to be in my door location-related nodes.
EDIT: I seem to have figured it out. I reverted the code to what it was in the video because my instincts were telling me that that structure was the closest thing to correct based on what I could see, and what appears to have fixed it was removing the negative sign and modifying the “A” value in the Lerp node rather than that of the “B”. I… I swear I tried that before and it didn’t work, but that may have been before using the Break Vector nodes. So, Mandela effect maybe. Thank you for helping me solve this.



