Model movement

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Wanderer

New Member
Jul 7, 2000
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Movies are done with flyby sequences. So I'm gonna pull out a page from my tome of tips/answers for this one.

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Flyby for Unreal part 2 (Same thing but said differently, so choose one)
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The following assumes that you have a good understanding of how Unreal works, how to get to the properties windows, etc, etc, etc. It also assures you that I've never done this before and that I'm basing it off the Unreal.unr intro.

You need a SpecialEvent to start everything off.
Set it's Tag=Intro
Set it's Event=Path
Set it's InitialState=PlayerPath
Ok, that's set for now. We'll leave that as is.

Make a Trigger right below the PlayerStart so that he'll land on it when the map starts.
Set it's Event=Intro

Next setup all of the InterpolationPoints. Remember that they're directional so you have to point them in the right direction. When you got those setup select all of them.
Set their Tag=Path
We're not done with these yet. Under the InterpolationPoints properties in InterpolationPoint=>Position.
You have to set these up in a numerical step ladder (ie: it goes up a number each time).

Now when you get to the last InterpolationPoint this is where it gets screwbally. In theory it should stop but it doesn't. Instead it goes back to the very first point. I'm not sure how to fix that though without having you go into a new level.
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Don't ask why but I've got 2 different copies on flyby's. I think that's the easier one though.

As for animation, this is really Darkleige (why do I feel I spelt that wrong?) department but this will get you rolling in that direction.

Head on down to Nerve Damage ( http://www.nervedamage.com ) for some Unreal modeling info. Also Casmang's ( http://www.cschell.com ) site is good to for more general stuff.