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Why won't the trace trace!!!!

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    Why won't the trace trace!!!!

    Trace will not work in kismet. WHY!!!???

    I have just two boxes with collision - interp actors. One is fed into the Start input and the other interp actor is fed into the End input. Output is out of Obstructed I believe that means it hit something when it traced to see if there is anything. I've even tried with three boxes where one is start the other is in the middle and the third is end. And STILL wont trace!!! WTF!@@#%@#!!!

    Why won't this **** work. It's so fn simple. There is no help what so ever on the most simple **** in UDK!!!!!!!!!!!

    This is so **** frustrating, should have probably stuck with Cryengine

    I'm not asking it to trace in the form of a teapot, I'm asking it to trace f#$%n line!!! Why does it have to be so **** hard!!!!!!!!!!!!!!!!!!!!!!!!!!

    #2
    Alright, calm down... I will have a peak at this today.

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      #3
      Check through this: http://forums.epicgames.com/threads/...criptions-info
      See if it helps, let us know how you get on. I presume you're trying to detect objects that pass between your interpactors? You're not entirely clear about that.

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        #4
        It won't work with the End input from a vector, but I got it to work with the end of the trace being an interp actor. How can I give it a vector as the End input!!!
        PLEASE HELP!!!!!!

        What's so frustrating about this is that the MOST simple things don't work. I wouldn't be so frustrated if it was something complex.

        HIT OBJECT DOESN'T WORK EITHER. IT WON'T OUTPUT THE ACTOR BETWEEN THE TWO INTERP ACTORS. INSANITY!!!!

        ALL I'M TRYING TO DO IS GET THE FIRST BOX TO TRACE TO THE THIRD BOX ONCE IT HITS THE SECOND BOX THE ONE IN THE MIDDLE I WANT TO SET THE LOCATION OF THE FIRST BOX TO THAT OF THE SECOND (THE HIT/TRACED) BOX!

        Currently I have the object that is output from the trace input into Location in Set Actor Location node, but it doesn't work!!! It's seems the hit object output in the Trace node has 0,0,0 coordinates and not of the middle box which was supposed to be hit!!!

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          #5
          Take that back trace doesn't work like it should. It completely bypasses boxes two, and three (the trace End box)
          and goes strait for the ground mesh. I've checked collision and it has the same settings it looks. What else could it be!!!

          Comment


            #6
            Works for me: this will trace 1024 units along the local x-axis of the interpactor every second after the level is loaded. If you walk in front of it, it will move to your location. To expose the end offset as a variable, use the right-click menu on the kismet trace node

            Click image for larger version

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              #7
              Jet, your trick works great thanks for that one, but it's not hitting my boxes it's hitting the ground mesh. Something is wrong with the boxes though they are the default boxes that come with unreal engine. They have collision, and have block all set on them and still. Shouldn't they trace even if they had no collision meshes though? And in settings trace both, world and actors.

              Comment


                #8
                two possibilities:
                1) interp actors dont collide when newly created, right-click and set collision on them to block-all
                2) in local coordinate mode, click on the interp actor and check that it's oriented the way it needs to be, and that it's pivot is where you expect it to be

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                  #9
                  Just did both of your suggestions and nothing. The boxes' local coordinates face the same way as the world ones. Any other ideas?

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