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UE1 - UT Trigger Colisions Not Working

Discussion in 'Mapping' started by The Good Doctor F, Feb 28, 2011.

  1. The Good Doctor F

    The Good Doctor F Detailed BSP Recoveree

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    So I'm trying to make a door open, but I want it to open before the player gets there so that they can run right through, no having to hit the door in order to open it.

    So I set the collision radius to 128, but in game, the trigger only activates when I touch it, not when I enter the radius of it.

    Is there some sort of setting I'm missing here?

    Help :(
     
  2. War_Master

    War_Master Member

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    touching it means entering its radius... :eek:
     
  3. The Good Doctor F

    The Good Doctor F Detailed BSP Recoveree

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    When I say "touching it", I mean the point at which I put the entity. Not the collision radius.
     
  4. Bloeb

    Bloeb New Member

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    I'm not a mindreader so it would help if you can post your settings.
     
  5. The Good Doctor F

    The Good Doctor F Detailed BSP Recoveree

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    Here are the properties of the trigger I'm using.
    [​IMG]
     
  6. Bloeb

    Bloeb New Member

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    There's nothing wrong with the trigger-settings. Perhaps the door/mover has the wrong settings.

    Also, you might want to change the collision-height, but it won't solve your problem.
     
    Last edited: Mar 1, 2011
  7. gopostal

    gopostal Active Member

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    128 is a very small radius, not much larger than the player model is tall. Add something into the "message" box and you'll see immediately when its triggered, then just remove that after you finish testing. Most likely you really need a larger collision radius since you will be well away from the door.
     
  8. Metalfist

    Metalfist New Member

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    Trigger:
    Event
    - Event: Door_8


    Mover (door):
    Event:
    - Tag: Door_8

    Mover:
    -bUseTriggered: True

    (and set dropmenu of mover ->movers->key 1 of the mover ofc. and set it back to base key 0) If a red line is going from the trigger to the mover, you will know that it's connected.

    Rebuild
     
  9. Bloeb

    Bloeb New Member

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    Metalfist, the bUseTriggered-property is used for triggering movers manually by players. In most cases you want to set that property to false.
     
  10. gopostal

    gopostal Active Member

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    Making that true also allows you to cheat the mover into cycling without using the trigger.
     
  11. The Good Doctor F

    The Good Doctor F Detailed BSP Recoveree

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    Nope. Still not working. Door only opens when I touch the door. The trigger is indeed activated when I enter its radius (input text into the message property of the trigger), but wont open until I touch the door.
     
  12. The Good Doctor F

    The Good Doctor F Detailed BSP Recoveree

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    Fixed

    [​IMG] Derp >_>

    Object -> Initial State should be set to triggerOpenTimed
     
  13. gopostal

    gopostal Active Member

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    Did you set the Object>Initial State of the mover to TriggerControl (or whatever you need it to do)?

    BB Drac made a pretty good series of Ed tutorials:
    http://www.rkart.us/work/unreal/Ued2.0Toots/ut_ued.html
    You ought to follow the mover ones until you get comfortable with them.
     
  14. Fuzz_Ball

    Fuzz_Ball New Member

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    Just for the record, Drac's site is still up and possibly has a more up to date collection of ued tutorials. Looks like he's caught the UT bug again and mentions adding more stuff as of Feb 2011!! :tup:

    http://www.birrabrothers.com/drac/index.php?dsps=3
     

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