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Wall running, howto?

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    Wall running, howto?

    I have seen several videos of "wall climbing" which are impresive but I have no idea how they do it. Does anybody know how?

    #2
    Rotate the camera when player comes near a wall.

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      #3
      Easier said than done ! Can you be more explicit?
      I have a Kismet with LevelLoaded->Attach to Actor with the Attachement to Camera and Target the Player. How do I know when the player reaches a wall?
      I would appreciate your ideas here.

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        #4
        check the released section oft he forum, they have some info on it.

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          #5
          I have searched throughout the forum and found nothing, I've looked into the released section and found nothing helpful. I guess the important thing is what to use for "when player hits the wall" then I could think of rotating the camera or something like that. Climbing the walls is no problem with Ladder Volume but the rotating of the camera is more interesting. Can any one help?

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            #6
            there was/is a matrix move mutator for a few different itterations of unreal/ut etc. try looking at those?


            http://www.apoc.org/downloads/index.html

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              #7
              A trigger Volume near the wall can be how you know when a player is near the wall. Then something like set rotation vectors for the camera in kismet on trigger volume touch to rotate it 90 degrees. To make it rotate slower, have a looping add/subtract int that adds/subtracts a small number at a time until it gets to the number and stops (with a compare int).

              Just the direction I would probably go first, but I'm still a noob with certain things. Hope it helps!

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                #8
                I can't find any way in Kismet or Matinee describing
                .....Then something like set rotation vectors for the camera in kismet
                I am sure someone around here could give me a clue on how to do it in Kismet or Matinee, a little more descriptive than what I read above?
                Thank you

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                  #9
                  I'm not at the PC so I can't check the specific names, but you would use "get vector components" for the camera's rotation (get location and rotation), and then use math to add or subtract to x y or z of its rotation in order for it to turn. Then you use set vector components to set its new rotation. Mess around with it. It will take some problem solving if you want to try it this way. Im sorry if I'm not descriptive enough.

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                    #10
                    I may be obtuse but I can't find any "get vector components" under Matinee or Kismet. I found "location and rotation" in the Camera properties->Movement->Location and rotation but how can I control these properties from Matinee? Thank you anway for your effort to help me but unless I get a basic descriptive idea in Matinee or Kismet I can't go anywhere.

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                      #11
                      No problem.

                      New Action > Math > Set Vector components
                      New Action > Math > Get Vector components

                      I'm not talking about using Matinee at all. This is under the impression that you just have a camera attached to the player and want to turn it at some point. I'm not for sure if it can even be done this way. I can try some things out a little later if you don't find another way to get your results.

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                        #12
                        Okay, it's really easy to rotate the camera 90 degrees using matinee. Create a new matinee, add a new empty group on the left, then right click the group and create a movement track. With the camera selected in the level, hit space to switch the controls of it to its rotation. Make sure your matinee timeline is at zero and hit enter to create a key for home position. Rotate the camera 90 degrees, then set the marker in matinee to .5 seconds and hit enter again. Now you can drag the marker in matinee back and forth to see the camera rotating. In your map, place a trigger volume near the wall that you would be climbing, and in kismet set that trigger volume "touch" to "play" on the matinee.

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                          #13
                          [IMG][/IMG]

                          I can't seem to center the camera on the player he either appears walking backwards or sideways o disappears altogether even though I have the ubiquitous kismet set up as above. The player does turn around when it hits the wall but it disappears or I can't control its movements anymore.

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                            #14
                            Maybe try it on player spawn instead of level loaded and visible.

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                              #15
                              Definitely my problem is that the player seems not to be CORRECTLY attached to the camera, when it reaches the wall the camera does indeed a rotation but the player is no where to ne seen. I have checked other "camera attached to player" tutorials and they all use the same I use in Kismet and having first selected the camera then the eye-icon then the player and then release th eye-icon and indeed the camera is shown correctly positioned looking at the player but when I start the game the player either walks sideways or backwards, etc.
                              I give up

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