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There a way to reverse the killz and not die?

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    There a way to reverse the killz and not die?

    Like the title says, is there a way to reverse the killz where it doesn't kill you that anyone knows of?

    #2
    what do you mean by "reverse the killz"
    you can slow it down, delete it, move it

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      #3
      as in, when i move the killz to say postive 2000 and its way above my level. when i spawn, i die. because i moved the kill z above.

      so right now when you move killz your supposed to keep it on the bottom part of your level (refer to picture #1)



      Gray Line - represents the ground level of my environment.
      Red Line - represents where the killz is currently (and of course we know that anything below this will die)


      Now, my problem that I am currently having is how to make it so when i move the killz above my level not everything below this killz will die. Instead invert it so everything above the killz will die (refer to picture #2)

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        #4
        Just move your killz above your level

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          #5
          Here you can read that brushes(killz) can be moved
          http://udn.epicgames.com/Three/Using...form%20Widgets
          and here how to use translation widget
          http://udn.epicgames.com/Three/Level...rming%20Actors

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            #6
            Originally posted by flota113 View Post
            Just move your killz above your level
            Originally posted by flota113 View Post
            Here you can read that brushes(killz) can be moved
            http://udn.epicgames.com/Three/Using...form%20Widgets
            and here how to use translation widget
            http://udn.epicgames.com/Three/Level...rming%20Actors
            Please read his post and think first before suggesting stuff.

            Anything below the KillZ dies.

            That is an intended feature because it not only kills stuff but in fact destroys it in terms of script because it fell out of the world. That is a fail-safe in case some collision in the level failed and so your projectiles and KActors and whatsoever don't fall endlessly long downwards so that they would be still in memory but no use to the game anymore. Because physics usually go downward.

            If you are just after the killing effect without the special destroying behavior, just place a huge PhysicsVolume above your map and set it's bPainCausing to True and give it a high DamagePerSecond value so that it instantly kills.



            The KillZ is also not a Brush but simply a Z-coordinate value and native code will make checks and call the necessary events if any Actor's Location.Z is less than that value. Thus it can't be moved with the widgets but only set with the value in the WorldInfo.

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              #7
              Originally posted by Crusha K. Rool View Post
              Please read his post and think first before suggesting stuff.

              Anything below the KillZ dies.

              That is an intended feature because it not only kills stuff but in fact destroys it in terms of script because it fell out of the world. That is a fail-safe in case some collision in the level failed and so your projectiles and KActors and whatsoever don't fall endlessly long downwards so that they would be still in memory but no use to the game anymore. Because physics usually go downward.

              If you are just after the killing effect without the special destroying behavior, just place a huge PhysicsVolume above your map and set it's bPainCausing to True and give it a high DamagePerSecond value so that it instantly kills.



              The KillZ is also not a Brush but simply a Z-coordinate value and native code will make checks and call the necessary events if any Actor's Location.Z is less than that value. Thus it can't be moved with the widgets but only set with the value in the WorldInfo.

              Aw thats kind of lame, I'm probably gonna use your work around thanks! But is there any way where you can have the killing effect WITH the destroying behavior?? so it would seem like another killz?

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                #8
                The PhysicsVolume also has a bDestructive property. I don't know if it does exactly the same as the KillZ but I assume so.

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                  #9
                  yeah i saw that, i'm just messing around with it trying to see if i can get the same thing to happen. thanks a lot!

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