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  #1  
Old 12-17-2005, 09:55 PM
Abtin Abtin is offline
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Need help making a door

Hi there. Sorry I couldn't find any VTM's on doors on the dvd i got. I'm using unreal ed 2k4. I have a gate on a castle entrance i want to make slide upwards when a player gets near it. I cant figure out how to get the right kind of trigger in place and how to get it done. I dont see a "door trigger" or any kind of mover in the actor class browser. Any help would be greatly appreciated.
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  #2  
Old 12-17-2005, 10:24 PM
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SiGARMS SiGARMS is offline
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To place a mover, select a mesh from the Static Mesh browser, and then place it as a mover though UEd's Brush > Place as Mover option on the main menubar.
  1. Place your door (as a mover)
  2. Set the keys on it. To set the keys, first position the door in its closed state, then select Mover > Key 1 from it's right-click menu and move the door to its open position (raised, in this case).
  3. Right click the mover and set it back to Mover > Key 0 so it will start in Key 0 when the map loads.
  4. Select the mover and open the Properties Dialog (right-click menu > Properties). Open the Events tab
  5. Type "door1" (without quotes) in the Tag field
  6. Open the Object tab
  7. Change the InitialState to TriggerControl
  8. Open the Actor Class browser (pawn icon on the UEd toolbar).
  9. Select Triggers > Trigger
  10. Place the Trigger in the middle of your door's closed position.
  11. Select the Trigger, open the properties dialog (may already be open)
  12. First we need to set the radius, right click on the top-down viewport bar, select Actors > Radii View
  13. Open the Collision tab in the Trigger properties
  14. Change the CollisionRadius until it goes past your door by about 32 units.
  15. Open the Events tab
  16. Type "door1" (without quotes) in the Event field
  17. Open the Trigger tab
  18. Change the TriggerType to TT_PawnProximity
  19. Close the properties window and rebuild.

This door will open as the player approaches it. Also, since we used TriggerControl on the door properties, the door will close after the player leaves the trigger radius.

Tweaking: If you find the door doesn't open quickly enough and you bump into it as you run through, increase the collision radius on the trigger. You can also change the move time in the mover properties of the door from 1 to .5, and this will make the door slide open twice as quickly (taking half a second vs. a full second).

In order to get bots to use the door you can either set the property in the movers to bAutoDoor True, or set bAIRelevant False (in the door properties). It's probably better to set bAutoDoor to True, otherwise bots may try to shoot through the door as if it were not there at all. When you build your path network bots should be able to navigate through it.

If the tut doesn't work, lemme know and I'll check it out. I copied and pasted bits from an older tut I wrote.
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Last edited by SiGARMS; 12-17-2005 at 10:28 PM.
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  #3  
Old 12-18-2005, 01:24 AM
Abtin Abtin is offline
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wow thanks a lot. Ill give that a shot
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Old 12-19-2005, 02:48 PM
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WOW!! thx

this something i can use somewhere down the line.
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Old 09-22-2007, 12:42 AM
AlTariq AlTariq is offline
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Dear SIGARMS,

YOU ARE THE BOSS.

THE BEST TUTORIAL EVER

MANY THANKS
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  #6  
Old 09-26-2007, 08:20 PM
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Yeah, but can ya do it with Kismet?
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Old 09-27-2007, 02:39 PM
Ferrik Ferrik is offline
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Sure. It's easier with Kismet. Matinee = win
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Old 09-27-2007, 03:10 PM
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BigJim BigJim is offline
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Quote:
Originally Posted by Ferrik View Post
Sure. It's easier with Kismet. Matinee = win
Oh yeah!
Matinee & I have gotten to know each other very personally lately, I'm working on a particular map with 7 individual matinee scenes so far (not counting the matinee paths reserved for movers) and there's still another 7 or 8 to go.

Tbh I've come to appreciate Matinee a lot, it's really simple but you can do lots of imaginative and unexpected stuff with it, plus it's simplicity makes it very, very fast to set up relatively complex scenes.


Ps: Kismet is more of a scripting system isn't it? Ie; All the stuff that we currently use AIScripts for, and ScriptedTriggers, ScriptedControllers etc.. will now be handled by Kismet?

Or do you mean it's going to be geared towards doing complex things with movers & non-pawn stuff, like the current Effect_Actor setting for Matinee? (only much enhanced, obviously )


I'm interested, because I've missed much of the more technical discussion that's been going off, not even got round to watching those gameplay vids either tbh...

I played through Roboblitz, but haven't really started on it's Ed yet, still too much to finish off tbh - I really should try it though.
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Old 09-27-2007, 05:40 PM
Ferrik Ferrik is offline
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Kismet is, without a doubt, the oddest scripting system I've ever run across. I still can't figure out an efficient way to write a for loop in it, and the mass of connectors can get really out of hand. Either that, or you end up putting in 50 Activate Remote Event and Remote Event tags which creates its own mess. I know a lot of non-programming minded people who swear by the new system, but give me Context any day.

But yes, it's awesome that Matinee is no longer a dirty word. I chuck those things in everywhere. The physics system is much, much improved over UE2, but there's nothing like Matinee when you need an event to be consistent.
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  #10  
Old 09-02-2008, 05:03 AM
coen83 coen83 is offline
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i have almost the same problem.. but i have a brush, do i have to convert it to.. ? i don't find Brush > Place as Mover.. I use UEd 2004

Last edited by coen83; 09-02-2008 at 05:12 AM.
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