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Kill Volume with pickups...

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    Kill Volume with pickups...

    Why can't you have a Kill Volume with pickup items inside the area of the volume ?. I want to have something inside the area I want to trigger off
    a kill volume to entice people to go to the spot/area where the kill volume is. Like lots of health or a BIG weapon etc. in an oven and then let someone trigger the oven to kill the person when they are there.. classic right ?.

    Well, any item placed inside the volume, except for a invisible teleporter disappears when the level/map is built. I assume this happens with any volume that is supposed to kill an person one way or another, like lava etc. etc. etc. ???

    Anybody got any solutions to this... ?

    Bob

    #2
    What I would do. Is place the kill volume under the map. And then when someone activates the trigger. Use kismet to move it up really quickly. Should work

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      #3
      Check DM-OceanRelic. It has a volume that causes damage when a player enters it (to get a power-up). I think they used a physics volume that causes damage.

      You try this and toggle the volume with an extremely high damage rate. I can see why you couldn't use a "kill volume" as there is no reason to have pickups in a place where the player would be dead.

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        #4
        Sorry was away for the Holidays.... You can't use a killvolume and try and move it into the area to kill, since it must be a "mover" and a mover is obviously not a when it is moved back into the playing area....

        I will try the Physics Volume and turn the damage rate up high and see if that works... Thanks...

        Anybody built fireflies in a particle system yet ???


        Bob

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          #5
          Just to let you know, dynamic volumes can be moved (attached to movers as well). I have done this with blocking volumes.

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            #6
            Oh ya, forgot about attaching things to movers...

            BUT, the PhysicsVolume works fine, just set the following your dead in a blink of an eye...

            Under "PhysicsVolume" in the Properties, have a check mark in :

            bPainCausing
            bPhysicsOnContact

            DamagePersec I set this to 100 ( Your gone quick )
            DamageType I set this to DmgType_Crushed

            It works, just set up your Kismet to turn off the volume at start and then as usual turn on/off when the trigger is shot ( in my case ).

            Bob

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