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  1. #1
    legacy-ccherub
    Guest

    Default at the risk of being called stupid........

    i looked around for about an hour here and elsewhere on attaching static meshes to movers....seems simple

    1. name your mover in events>tag ...i.e. tag:"moveit"
    2. on the static mesh under movement>attachtag: "moveit"
    3. under advanced on the static mesh:
    A. bmovable = "true"
    B. bnodelete = "false"
    C. bstatic = "false"<<<is this for older builds?...because it aint in the advanced options.

    no workie

    what did i do wrong?


    ----C

  2. #2
    Boomshot
    Join Date
    Mar 2002
    Posts
    2,475

    Default

    The problem is with bStatic. It does exist, but it's not been mad evisible in the editor, as you can see from this comment in the source code:
    Code:
    var	const bool bStatic; // Does not move or change over time. Don't let L.D.s change this - screws up net play
    Fortunately for you, I wanted to attach some static meshes to a mover a while ago, so I have a solution already:

    You need to make a new class in the editor. Right-click on 'Actor' in the actor browser and then 'new'. Call it whatever you like and put it in the 'MyLevel' package so it is embeded in the map. In the window that opens, click on 'Tools->Compile changed'. The new class should now be visible in the actor browser. Right-click on it and open its properties. You will want to change the following:

    DrawType=DT_StaticMesh
    bEdShouldSnap=True

    You should also put a StaticMesh in the 'StaticMesh' field, otherwise it will be invisible when you place it. You may also want to change the collision if you expect players to touch it:

    bCollideActors=True
    bBlockActors=True
    bBlockPlayers=True
    bBlockKarma=True

    You may also need to set 'bHardAttach=True' for it to attach properly to the mover.

    There is a simpler way too: Place the static mesh as a mover instead of a normal static mesh. Movers can be atatched to other movers perfectly alright (see BR-Skyline blimp for an example). My experiments showed that using a mover results in lower fps, but you may have to do it that way if the comment about 'scewing up net play' is really serious.

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2003
    Posts
    358

    Default

    Ive said it before and I'll say it once again...Mr. Evil, YOU ARE KING!!!!! KING I TELL YOU!!!!!!!!!!!!!!

  4. #4
    legacy-ccherub
    Guest

    Default

    it almost worked...now it just crashes.


    ---C

  5. #5
    MSgt. Shooter Person
    Join Date
    Jun 2003
    Posts
    152

    Default

    --edit-- doh! nm, read the rest of evil's post lol, I was just gonna mention convert them to movers


 

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