If you want to move the model along the
X/
Y/
Z axises. You can change the model into a "
MoveObject" in the
ModelEditor>
Settings>
User Defined Variables.
(1) So open up
2 separate ModelEditors, in one, open up the Amnesia Piston (
Entities>
special>
control_room_piston_piston). In the second open up your model.
(2) Open up the
Menu>
Settings>
User Defined Variables. And match up your model's properties with Amnesia's Pistons, and save it out.
Use
SetMoveObjectState(string& asName, float afState);
asName - internal name
afState - state of the object, 0 = closed, 1 = open, values inbetween (and above, for example, the bridge_metal_vert) are valid too!
or
SetMoveObjectStateExt(string& asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed);
asName - internal name
afState - state of the object, 0 = closed, 1 = open, values inbetween are valid too!
afAcc - acceleration
afMaxSpeed - maximum speed
afSlowdownDist - Distance to the target state before decceleration occurs.
abResetSpeed - Set to True if the prop's speed should be reset before performing the movement, else the prop will accelerate from it's current speed to afMaxSpeed.
to move your new object.
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If you want to change the distance the object goes in a certain direction, or the Axis it travels on.
Go back to your
User Defined Variables in the
ModelEditor and scroll down.
Near the bottom starting with "
OpenAmount" and ending with "
CloseSpeed". Will be the variables you will want to change.
Note: The "
OpenAmount" correlates to the height of the object. If you double the "OpenAmount", the height will simple increase 2x.
So I would set the "
OpenAmount" to something like
10, and then use the
MoveObject scripts and set the "
float afState" anywhere between 0-1, and since it's a float you can fine tune the value of movement.