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View Full Version : triggered mover tutorial



legacy-coywolf333
11-06-2004, 11:33 PM
ok, i have noticed that there are several ppl who need help with movers being controled by triggers. I decided to write this quick tutorial about that. this is meant for ppl kinda new to the editior, but still know basics.


Ok, here, we will make a door that opens when u get near it, and closes when u walk away.

First, make two rooms. Any size will work, but for this tutorial, just do two 512 cubed rooms, and make a 256 cubed hallway connecting them. texture how u wish if the default is too ugly.

Next, make the door. This door will just be a static mesh that moves straight up. I dont know any good doors off the top of my head, so just use something simple, such as in the package pipe_static, the fence straight piece. it may be too big for the hallway, just scale it down or leave it as it is. doesnt matter right now. add it as a mover btw.

Now, once u have it lined up in the hallway, right click and got to mover>key0(base). this is the position the mover will start at(closed). next, right click and go to mover>key1. then move the door straight up right above the hallway. rebuild the map. oh, add a light to each room, just so we can see in the level. right now, the door wont move how we want it, so lets set it up right.

ok, go to the movers properties. go to events, and name its TAG to door. it doesnt always have to be that, but its simple for right now. next, go to the tab 'mover' find the choice that says usetrigger,(might be busetrigger) and set it to true. change the movetime to .4 seconds. this will move it fairly fast, so u dont have to wait for it to move to go through. then, find the choice that says key, and it should say 1. change this to 0. then, under the object tab, change the(i think its the center of the three) option that says bumpopentimed to triggercontrol. this will make it so when u enter the trigger's radius, it opens, and when u leave, it closes.

now we need a trigger. go to the actor browser and find triggers. choose just a normal trigger, and place it on the floor in the door. open up its properties and find the event tab. set the EVENT TAG to door. this must match the door's tag for it to work. next, we need to enlarge the radius of the trigger. to make this easier, right click on the top gray border of the perspective viewport(if u dont have it, do the same in the top view) and go to actors>radii view. the trigger should have a wireframe cylinder around it. this is the collision area that will activate the door. go to the trigger's collision tab in the properties. find collsion radius, and make it 200. notice that the cylinder around the trigger just got a lot bigger. now lets try it out. add a player start in one of the rooms, rebuild, and load it up.

once u have it loaded up, look at the door. it should be close right now. if not, u didnt set the keys correctly, or didnt change the starting to 0. walk towards the door. it should open. walk back, and it should close again. if u just stand near it, it will stay open. if not, u never changed the bumpopentimed to triggercontrol.

CONGRATULATIONS! u have made an autodoor. note that this is EXTREME basic. try out different things urself. make a door that has door doors that open out. just set the tags of the doors the same. experiment with sounds. make something unique. practice makes almost perfect, and tell me if u have any problems.