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Multi-Level Elevator Help

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    Multi-Level Elevator Help

    I'd like to make a multi-level elevator in UDK. I'm not really sure of a simple way to accomplish it and was wondering if anyone could give me a little bit of assistance.

    From what I've found through searches in Google, people seem to make separate animations for each floor which seems to become gradually more complex. I'd like to stay away from that, unless of course that's the only way to do it.

    Is there some sort of way I can just set up a trigger, and have a mesh (the elevator) just move to a specific location (like a marker or target) when that trigger is activated?

    #2
    You could try that:

    Create a matinee sequence that move the eleveator to the top.
    Then add some E-Triggers into your elevator (each trigger for one height) -> E-tigger tutorial: http://www.youtube.com/watch?v=89KRXxKFPh0.
    Now add some dynamic trigger volumes to every height where you want to stop the elevator.
    Now connect all e-triggers with the matinee.
    Then add some toggel actions and connect the e-trigger with them and add your trigger volumes as your traget e.g the 2nd e-trigger (2nd height) you have to connect with the toggel of your 1st dynamic trigger volume (1st height) so that it deactivates the 1st trigger volume.
    Now connect the dynamic trigger volume event with the pause of the matinee.

    Now when you press the 1. e-trigger, then it moves up, until the player reaches the dynamic trigger volume -> then it stops

    I dont know if this works, because this is just a theorie.

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      #3
      Your idea sounds good at first fighter5347, however the more I thought about it the more I realized the elevator could slip past the trigger volumes.

      However I've somewhat gotten closer to getting the elevator to move to a specified location. Here's a screenshot from kismet:



      This shows that a trigger on a floor or a trigger inside the elevator will move the elevator to the new position.

      The issue now is that the lift immediately moves to the new elevation without any movement in between. Anybody know of a way to get the elevator to show that it moves to the new spot? I tried utilizing set velocity but I don't think I'm setting it up correctly.

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        #4
        Alternatively, does anybody know if Matinee allows for and animation to play from a certain point?

        I was thinking I could animate the elevator from the top floor to the bottom (or the other way), putting an additional keyframe at each floor. Each space between the keyframes could be something like 4 seconds. So the top floor would have a keyframe at 0 seconds, the floor below the top would be 4 seconds, and the floor below that would be 8 seconds, and so on. Then figure out a way to set up a trigger to play the matinee animation from a certain keyframe to another specified keyframe.

        Is that even possible?

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          #5
          Have you looked over this thread yet?

          http://forums.epicgames.com/threads/...floor-elevator

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            #6
            I did, but it doesn't look like the person ever came to a fix for their problem.

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              #7
              Yeah Id love to see a working multi floor elevator! I found this guy got one working, you prob already watched it tho huh. http://www.youtube.com/watch?v=C4Iq_OmjhCM

              Anyway so its possible, I want to make one now just to see if I can so I'll get back after some work.

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                #8
                This is how I would do it:

                I would use Matinees instead of "Set Position" or "Set Velocity"

                Make One matinee per in-bettween floor - aka from floor 1 moving up to floor 2. Then make a seperate Matinee to move from 2 up to 3.

                Make a named int variable in kismet to track which floor the elevator is on.
                Make a int variable to store what floor the trigger is wanting the elevator to move to.

                Using these you can set it up so when you hit a trigger it sets the wantedfloor int and compares it (compare int) Based on the comparison and the floor the elevator is currently on you can run the right matinee.

                aka if the wantedfloor is less than the elevator floor you'll want to play the matinees in reverse.

                If you want to trigger level loads try using a delay - like if the elevator takes 4 seconds per floor then do a 2 second delay then a level load.

                I hope this is understandable and maybe helpful.

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