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View Full Version : Switch for turning off/on lights



Leblanc
11-18-2007, 12:57 AM
I don't remember seeing in-game such thing. The only switches I encountered were used only to open doors and stuff.

I know how to turn lights on/off by simple touchable triggers but this is somehow different.

Still, I am really interested in such a feature. Just wondering if anyone managed to create such thing, and if it did, how did he managed to?

Thanks! :)

EDIT

Forgot to mention that so far I've been thinking about adding in a Level.Trigger.ButtonInteraction, a PointLightToggleable and the mesh for the switch.

Krugun
11-18-2007, 01:15 AM
There's the shootable generator on Bullet Marsh that "acts" like a switch, but that would be a nifty idea for dark maps with Kryll.

Kronos
11-18-2007, 01:56 AM
http://www.roboblitz.com/RoboBlitzEditorWiki/index.php/Kismet#Toggling_The_Light

This should help you.

cannedmushrooms
11-18-2007, 10:39 AM
saw this on a map
thought of this post

Attaching a light to this would be easy

its under EVENT/ACTOR/TAKE Damage

http://www.jasonwelsh.com/gow/lights-out.jpg

gamemasterjustin
11-19-2007, 12:33 AM
you can also set up a trigger volume have it interact with a key press.

if this is what you are looking for I can set it up and show you.

-game

Tanasoo
11-19-2007, 01:48 AM
Yeah, sure, I haven't been able to figure out key presses yet...

All of these examples are a little over complicated, however. Just make a on button pushed event (you can easily do it by right-clicking in kismet with the button selected), Wiring the out to a toggle's toggle, and set its target to light. I'm not sure what that extra thing was in the robo blitz editor was. You can use the same general thing to make a door that will open and close with a switch instead of a toggle running to the plat and reverse of a maintee.

Leblanc
11-19-2007, 02:36 AM
Ok, after hitting my head off the desk for one day I finally managed to do it. Sadly the tips you guys gave me only helped me half the way. Thanx anyway, I GREATLY apreciate your replies! And I hope you guys will be as nice as now also in the future, as I am sure I'll bug you with more questions. :p

I've only used the editor for a few days and everything is new to me, but using some simple logic and some grey matter one can make it succesful eventually. ;)

Not only I build the toggling light but I also added small light indicators (just like the red/green ones from the game) that can be switched on/off also, depending on the status of the main light.

Here's the pic in Kismet:

http://img206.imageshack.us/img206/1115/togglehr6.th.jpg (http://img206.imageshack.us/my.php?image=togglehr6.jpg)

Unlike Roboblitz Ed., there is a trigger involved and also the rest of the process is simple and intuitive. First step is to add the trigger for the button interaction and afterwards just add a toggle to wich you must attach the togglable light source.

If anyone is interested in more details, please post here. I'll be glad to help. :)

EDIT

Now I'm moving forward to the door switching/bashing and eventually platform moving.
Btw, anyone knows where can I find some zerglings or hydralisk (StarCraft) 3D models? :D

Tanasoo
11-19-2007, 04:48 AM
Well, that's exactly how I do it.

Doors are pretty simple, instead of using a button trigger, you use a door interaction (same place in the actor browser) Except instead of running it to a toggle, you run it to a matinee. The matinee has the door opening animation, and you can put in sounds, too. One other thing is you need to put down a note actor (I think you could something else, but I use notes) and rotate the note to be facing the door from where you will be kicking. What this will do is make the player face the door so he is not kicking air. Then in the door trigger there is a field where you put the note.

Leblanc
11-19-2007, 07:42 AM
Cool! :)

Will do that soon. But atm I'm stumbling into this issue (http://utforums.epicgames.com/showthread.php?t=584133) too. And only after figuring that out, I'll continue my discovery in the UnrealEd. ;)