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Old 27th Mar 2012, 06:15 AM   #1
Mint92
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Physics voloume

hey guys. im trying to animate a physics volume so it goes in and out of the wall, like one of those flames you see in games. How do i go abouts doing this. do I select the volume first and put a movement track on, and do the same for fire emitter.
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Old 27th Mar 2012, 06:56 AM   #2
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what group would i have to add the physical volume as? Movement track ?
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Old 27th Mar 2012, 07:16 AM   #3
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You can do that. Or you can just toggle it on and off. If you want to move it you need a DynamicPhysicsVolume I think.
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Old 27th Mar 2012, 08:13 AM   #4
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would it be easier to make the emitter do damage itself, or would i need a dynamicphysicsvolume.

if i did make the emitter cause the damage. i would i link this up. ive got a touch trigger activating the fire matinee, the fire emitters are all sequenced, but just need it to cause damage. not sure how to do that.
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Old 28th Mar 2012, 10:17 AM   #5
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The emitter itself cannot cause damage. The way you usually do this is you just put a square physics volume around the area where your emmitter will be. In the phyiscs volume you enable cause damage and set a damage per second value. Make sure you uncheck bEnabled in the physics volume or it will cause damage before your emmitter even fires.
In Kismet you have your trigger which you hook up to enable your emmitter and enable your phyics volume. When the effect ends you just toggle off the emmitter and physics volume again.
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Old 28th Mar 2012, 01:42 PM   #6
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Theres no Benabled in the physics volume properties. does it have a different name ?
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Old 28th Mar 2012, 03:42 PM   #7
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Be a little creative when browsing the properties. Try bPainCausing, which is what the Toggle Kismet action will affect.
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Old 29th Mar 2012, 08:23 AM   #8
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Yea, I was going from memory, haven't done this in a while. Basically do what wormbo said.
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