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    Mover help

    Ok- I've searched the forums and the internet in general and can't seem to find the solution that I'm needing.

    I have doors that I either need to have the one of the following two things happen:
    1- Preferably- push the player one way or the other when the door closes if they are in the way.
    2- Kill the player when they close.

    What happens right now is the player gets stuck in the door mesh and the only way to get out of it is to suicide. I've tinkered with the settings and one of them didn't get the player stuck, but after the player got away- the doors would only close partially.

    Any ideas?

    #2
    I know this may not be the most useful post since I can't really help you (just did my first movers in UE3 a few days ago and I'm stuck at the same thing: wanted them to kill the player) but you didn't forget that movers are called interpolation actors now did you? If you're searching with keywords like movers, kill, touch, stuck then you'll usually get UEd1, 2 and 3 tutorials.
    I'll try to find a solution for your (and my) problem tomorrow. Am pretty tired now... *yawn*

    EDIT: There's one thing we can exclude: A simple touch event. You'd die for no reason if you'd touch it. Oh, and is this a simple door (1 actor) or two interpolation actors which form one door? This information could help

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      #3
      Hey Sly. Yeah- I tried searching for the interpolation actors and found some conversations about it, but no real solutions unless I'm just missing it.

      This is two separate doors which slide in to close in the middle. (almost done with Zeto...)

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        #4
        depending if you really need or want the door kill the player, I think a door who not kill the player is better for gameplay imo. So that's why I have set my mover doors in my map Duality without collision for player and so even if the trigger is activated a bit late or for whatever reasons, you could always pass across the doors and it prevent to get stuck in it.
        It's not perfect but keep the flow inside.
        Anyway, maybe put a pic of your door so I can see if it's possible to obtain the result you want

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          #5
          That's a good idea, Sebastien. And probably the best remedy as I don't want to kill the player either.

          [screenshot]http://img89.imageshack.us/img89/4363/zetodoor.jpg[/screenshot]

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            #6
            Originally posted by Axeman View Post
            That's a good idea, Sebastien. And probably the best remedy as I don't want to kill the player either.
            I think too Axe

            anyway, if you want keep collision to your doors, I have think to something

            take a look :

            top view :
            [screenshot]http://img525.imageshack.us/img525/2651/sanstitretruecolor01q.jpg[/screenshot]

            since the collision of the bot/player is a cylinder, I think create your doors like that could push the player out in most case, make a try

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              #7
              killing players with a moving door is easy; you can use the kismet mover event's "hit actor" output node, tied to a cause damage action on instigator (w/200+ damage for vanilla UT3). Using "crushed" damage will ensure expected behavior for most cases (w/ generally flat collision surfaces)
              To push the player; with properly colliding actors, it is a simple matter of settting the proper collision and encroachment settings. For doors such as these, in order to keep them moving properly you need ~continue on encroach.

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