View Full Version : Questions concerning volumes, sounds, collision
1dvsBstrd
03-07-2009, 02:18 AM
Ok, I have a few questions but I'll try to be brief.
1. I have a dynamic trigger volume that I want only the player to be able to trigger, but bots keep setting it off. How can i change this? I tried comparing objects, but it failed to recognize both bots and the player.
2. When that volume is trigger I wanted one of Unreal's alarm sounds to play, but as they are not cue's I don't know how to trigger them. Ideas?
3. Recently the player's own collision seems to get in the way of his shots. Bullets/ rockets/ etc sporadically blow up in my face when there are no objects or volumes in front of me. I don't recall altering anything that would cause this, but is anyone familiar with this issue?
4. And less vitally, is there a console command or option to play the level from the editor in fullscreen? I thought I read "togglefullscreen" was a command but I had no luck.
Thanks for anyone who can address even one of these. My next milestone is this Monday so I really hope to resolve these issues before then.
Resolved.
Odedge
03-07-2009, 04:46 AM
Ok, I have a few questions but I'll try to be brief.
Hopefully I have a few answers...
1. I have a dynamic trigger volume that I want only the player to be able to trigger, but bots keep setting it off. How can i change this? I tried comparing objects, but it failed to recognize both bots and the player.
If you create an event in Kismet using the trigger volume, it has the option for "player only", this should work fine.
2. When that volume is trigger I wanted one of Unreal's alarm sounds to play, but as they are not cue's I don't know how to trigger them. Ideas?
In Kismet, you need to add a Play Sound node (Action | Sound | Play Sound). You will then have to assign a sound actor to the Play Sound Node.
3. Recently the player's own collision seems to get in the way of his shots. Bullets/ rockets/ etc sporadically blow up in my face when there are no objects or volumes in front of me. I don't recall altering anything that would cause this, but is anyone familiar with this issue?
I have played this game enough and I don't recall anything like that. The only thing I can think of is if there is a static mesh that has been scaled alot (especially rocks), the collision box will stick out into "empty" space.
4. And less vitally, is there a console command or option to play the level from the editor in fullscreen? I thought I read "togglefullscreen" was a command but I had no luck.
Not that I know of, but you can resize the window by typing in "setres value x value", for example...
setres 1024x768
Thanks for anyone who can address even one of these. My next milestone is this Monday so I really hope to resolve these issues before then.
Hopefully I can say "you're welcome" and good luck reaching your milestone. :)
1dvsBstrd
03-07-2009, 02:08 PM
Thanks for the suggestions, however:
1. Thought it should have been that easy, but put simply, it just doesn't work. The bot still triggers it.
2. Sound Nodes only accept sound cue's if I'm not mistaken, I'm looking to trigger one of the many other sounds in Unreals library. But just placing them in the level forces them to act as ambient sound loops no matter what.
3. It seems to have remedied itself somehow... thanks anyway.
4. Well at least this worked great! Thanks again.
Odedge
03-07-2009, 02:19 PM
1. Thought it should have been that easy, but put simply, it just doesn't work. The bot still triggers it.
I haven't had to use such a trigger, so I am only stating what seemed obvious. :o
2. Sound Nodes only accept sound cue's if I'm not mistaken, I'm looking to trigger one of the many other sounds in Unreals library. But just placing them in the level forces them to act as ambient sound loops no matter what.
You know you can create your own sound cue and associated with the default sounds?
Jetfire
03-07-2009, 04:27 PM
If it's single player try comparing the trigger instigator against player idx 0, that's you, and not the bots
1dvsBstrd
03-07-2009, 04:44 PM
Ah thanks, it's always the lil things I miss.
apophis3d
03-07-2009, 09:55 PM
There should be a bplayer option someplace in the kismet script for the trigger make sure that is checked then bots should not be able to trigger it.
Athin
04-02-2009, 03:34 PM
The bplayer option doesn't work to stop the bots from triggering it. I have the same issue he is having. I figured out how to stop it though. compair objects with the instigator of the trigger to the player and if it is true then have it trigger....only problem is that if the bot hits it first then the trigger shuts down so make sure you loop the trigger.
P.S. I also am tring to get some sound in my in game cut scene with no luck. I'll keep tring and let ya know if I get it going.
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