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#1
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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
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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.
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
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wow thanks a lot. Ill give that a shot
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#4
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WOW!! thx
this something i can use somewhere down the line. |
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#5
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Dear SIGARMS,
YOU ARE THE BOSS. THE BEST TUTORIAL EVER MANY THANKS |
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#6
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Yeah, but can ya do it with Kismet?
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Vini, Vidi, Vici... |
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#7
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Sure. It's easier with Kismet. Matinee = win
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#8
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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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OSMT - 2K4 Toolset for SP and Coop mappers. Use Of Weapons - A singleplayer campaign for 2K4, built with osmt. Use Of Weapons: 2 - In production. Probably.. |
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#9
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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
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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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