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MelvinB
21st Jun 2003, 07:13 AM
Hi,

How can you make a door (mover) that can swing to the left and the right when the door is surrounded by a wall?

Look the pic to see what i mean:

http://members.lycos.nl/melvin83/Temp/Mover_Door.png

UDN en UnrealWiki didn't have an answer to this.

Raffi_B
22nd Jun 2003, 12:06 AM
I wouldnt use a mover. I would use a karma enhanced block (like the meat that used to be in slaughterhouse) if you're talking about ued3. if u are talking about an earlier version, cant help you :(

axiom82
22nd Jun 2003, 12:43 AM
Simple.


Define Your Keyframes:

(1)add the mover brush as if the door was closed.
(2)right click the mover and select mover > keyframe1. Then, select the vertice that will act as your pivot point. Next, select the rotate tool from the side menu. Rotate the door as if it were being pushed open 90 degrees from the left(fully opened).
(3)right click the mover and select mover > keyframe2. Then, rotate the doorback to it's origin.
(4)right click the mover and select mover > keyframe3. Then, rotate the door as if it were being pushed open 90 degrees from the right(fully opened).
(5)right click the mover and select mover > keyframe0. This step is only to put it back at it's origin after we are done animating it.


Define Mover Properties & Triggers:

Go into the mover's properties. Then, enter into the object properties. Select your mover type from the dropdown list. If you are looking for a mover that constantly loops...constant loop will loop your mover without any trigger, directly on startup. If you want the door to loop, swinging back and forth only when a player comes near...set the mover type to triggerpound. you will need to place a trigger in front of both right and left entrances to the door. In the properties of both triggers, go into events and give both the same, specific event tag of your choosing such as doorMover. Then, go into the mover's properties again. Go into it's event's and give it the same tag(such as doorMover) as the event tag of the triggers event tag.

You need to also go into the mover properties under mover. Set the move time to something like 1 or 2 (seconds). This will give each keyframe 1 or 2 seconds to move to the next keyframe. I imagine that, seeing how it is a constant swing, you don't want the door to stop at each keyframe like an elevator. So, set your moveType to moveByTime.

For other helpful properties, visit udn.epicgames.com. they do have a complex movers tutorial that explains all of this.

axiom82
22nd Jun 2003, 12:48 AM
you might need to increase the radius of your triggers if you are planning on using them. go into the triggers properties and go into collision. increase the collision radius. to view the size of the actual radius, right click on the grey bar where the different view icons are located. go into actors menu, and select radii view. now you should see the radius as a cylindrical active brush. this will give you players a large spot to trigger the event of the moving door.

gears
22nd Jun 2003, 02:12 AM
THat is not exactly what he was looking for.
Here is a small example which uses two movers, two trigger, a conditioned trigger, and two scritped trigger. If you have more questions about it just ask.
http://www.joe-brown.net/example/TwoWayDoor.zip

Lager mover is linked to small mover. For in game you would make the small mover on top invisible by not making it render and turn off all collisions with it.

Some small details you might need to know.
On the two triggers put a delay of some small numer like .25. This prevents a common problem with trigggers in which they trigger twice in a row even though you might touch it once. The two volumes have an AssociatedActorTag which is the tag of the trigger. the trigger then call upon a scripted trigger. The scripted trigger checks to see if "DoorInUse" if not is move a door and changes the state of the TriggeredCondition. It then wait for a short time then, toggle the door close and chages the state of the TriggeredCondition back.

Just like a two way swinging door they have two hinges. One that swings forward and one the swings back.

MelvinB
22nd Jun 2003, 04:37 AM
Thnx guys. I'll take a look at it.

And yeah, i'm talking about UED3.0.

SwordGuy
29th Jun 2003, 11:49 AM
Grieved on the English, I am using a translator. It is possible to make a trigger for two objects?

gears
29th Jun 2003, 02:16 PM
Give them both the same Tag.