Hi, I'm trying to build a simple door / trigger connection and they won't behave themselves. I'm sure I'm missing something obvious, but I can't see it.
I have a gate I want to remain closed until someone walks over the nearby trigger and opens it, either a player or a bot. The door starts closed (KeyNum0) and opens once (KeyNum1). I build the map at KeyNum0 and save.
The trigger is on the floor nearby and is supposed to open the gate once, whereupon the gate is open from then on. There are two problems. Not only does the trigger do absolutely nothing, despite the line in the editor connecting it to the gate, the gate itself opens when touched, which I don't want.
Do I have to connect the trigger to an intermediate mover, then that mover to the trigger? Do I need to use a dispatcher? I'm literally copying how it's done in other maps (like DM-Zeto), but it works there and won't work here. Please help.
Please help solve my trigger problem...
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swim
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Please help solve my trigger problem...
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Barbie
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Re: Please help solve my trigger problem...
Mover>Object>InitialState=TriggerOpenTimed
Mover>bTriggerOnceOnly=true
Mover.MoverEncroachType=Crush OR Ignore (otherwise it might be blocked by a Pawn)
Mover>bTriggerOnceOnly=true
Mover.MoverEncroachType=Crush OR Ignore (otherwise it might be blocked by a Pawn)
"If Origin not in center it be not in center." --Buggie
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jmartin
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Re: Please help solve my trigger problem...
Correct. Also, movers are assigned KeyFrames in reverse order. (I know, it's kind of counter intuitive)
So the initial placement of the mover is Key 1
The mover in the open position is Key 0
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Barbie
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Re: Please help solve my trigger problem...
Why do you suggest such?
PS: just found in Wiki:
https://wiki.beyondunreal.com/Legacy:Mover_(UT) wrote:Terminology: A mover is said to "open" when it moves from key 0 to the last defined key (NumKeys-1 for the technically-minded). Movement in the opposite direction is called "closing". Some subclasses of mover have the ability to open partially.
"If Origin not in center it be not in center." --Buggie
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sektor2111
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Re: Please help solve my trigger problem...
You'd better check some info before posting some parallel reality... You can open any stock map with movers and do check it...
Me one I did not see anything like that anywhere in stock yet... Perhaps I missed something (except deleted movers, deleted actors and map saved in such a state without re-build - by Factory Itself).
As for a "ONE-TIME" doors/gates - there are already examples in MonsterHunt maps (those normal good ones)...
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swim
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Re: Please help solve my trigger problem...
Thanks very much for the replies, esp Barbie. It was the Mover>Object>InitialState=TriggerOpenTimed which was the culprit - I didn't even know this was a thing 
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Red_Fist
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Re: Please help solve my trigger problem...
Thing is, they always go back to zero, the mover thinks it has to, is the problem with that but can be a very useful tricky thing, especially when you start messing around with 3 or more frames.
I do believe movers go back to key zero right at game play, and then back, if you build it at key 1.
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jmartin
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Re: Please help solve my trigger problem...
Here ya go. (expanded explanation)
---Movers 101---
Assuming you have a map with two rooms with an open doorway between them.
Make a Solid 3D Rectangle (Door).
Surround it with the red brush and click Brush\Intersect.
Move the red brush to your doorway and click Brush\Add Mover
Right click on your new mover (the purple brush) and select Movers\Key 1
Now pivot-rotate the door into the open position
Right click on it again and select Movers\Key 0
(Notice the mover snaps back to its original position.)
When you become familiar with the basic functions of movers also check out:
NumKeys (up to 8 KeyFrames per mover)
MoveEncroachType
MoveTime
DelayTime
Sounds
etc.
Once you get into Loop, Attached, Rotating and Multiple KeyFrame movers, things get a little more complex. You can make things like working subway trains, Flying Taxis, "Blimps" and use Movers as Timers and to trigger other movers, stuff like that.
Practical examples See:
Multiple KeyFrame Movers (The Subway trains in DM-TheWarriors) https://www.mediafire.com/file/9762svs2 ... s.zip/file
Rotating Movers (The Massive Dynamics logo in DM-Fringe) http://www.mediafire.com/download/ai4nd ... fringe.zip
Loop Movers (The Big Macs in DM-McDonalds) http://www.mediafire.com/?a7y5kzy7imttvy7
Attach Movers (The Flying Chess pieces in DM-Pawns) https://www.mediafire.com/file/90k16751 ... 1.zip/file
And by the way, while you're at it, check to make sure "Bots" can fit through your doors BEFORE adding them to your map, so you don't have to go back later and resize them all.
Hope that helps. Best of luck with your mapping projects!
Thanks.
---Movers 101---
Assuming you have a map with two rooms with an open doorway between them.
Make a Solid 3D Rectangle (Door).
Surround it with the red brush and click Brush\Intersect.
Move the red brush to your doorway and click Brush\Add Mover
Right click on your new mover (the purple brush) and select Movers\Key 1
Now pivot-rotate the door into the open position
Right click on it again and select Movers\Key 0
(Notice the mover snaps back to its original position.)
When you become familiar with the basic functions of movers also check out:
NumKeys (up to 8 KeyFrames per mover)
MoveEncroachType
MoveTime
DelayTime
Sounds
etc.
Once you get into Loop, Attached, Rotating and Multiple KeyFrame movers, things get a little more complex. You can make things like working subway trains, Flying Taxis, "Blimps" and use Movers as Timers and to trigger other movers, stuff like that.
Practical examples See:
Multiple KeyFrame Movers (The Subway trains in DM-TheWarriors) https://www.mediafire.com/file/9762svs2 ... s.zip/file
Rotating Movers (The Massive Dynamics logo in DM-Fringe) http://www.mediafire.com/download/ai4nd ... fringe.zip
Loop Movers (The Big Macs in DM-McDonalds) http://www.mediafire.com/?a7y5kzy7imttvy7
Attach Movers (The Flying Chess pieces in DM-Pawns) https://www.mediafire.com/file/90k16751 ... 1.zip/file
And by the way, while you're at it, check to make sure "Bots" can fit through your doors BEFORE adding them to your map, so you don't have to go back later and resize them all.
Hope that helps. Best of luck with your mapping projects!
Thanks.
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swim
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Re: Please help solve my trigger problem...
Thanks, this is a lot to absorb, I'm not used to at all complicated movers, but I will dig into this!
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Barbie
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Re: Please help solve my trigger problem...
Why not direct create the RBB for the mover with the cube builder?
"If Origin not in center it be not in center." --Buggie
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jmartin
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Re: Please help solve my trigger problem...
Almost forgot, there is also another type of mover I'm calling "Compound Movers" where a brush is actually composed of multiple movers, synchronized together to perform like a single object with multiple moving parts, like the overhead crane in DM-RealCity, or the Recognizers in DM-Tron-Legacy-Plaza.
http://www.mediafire.com/download.php?ymjzz2l5o22
https://www.mediafire.com/file/4rlssp06 ... y.zip/file
For example:
The Recognizer starts with the mid-section in the down position.
Then the mid section moves up to the raised position.
Then the entire Recognizer rises to the top position and flies across the game grid where it lands and lowers the mid-section to the exit position.
This allows players to ride inside a working Recognizer.
The positioning and timing is a bit tricky, but the result is very similar to the Recognizers in the movie.
BTW, here's an excellent tutorial on advanced movers by Lode Vandevenne.
https://lodev.org/unrealed/movers/movers.html
Thanks so much to Lode Vandevenne (Lode's tutorials) and Tony Garcia (Wolf's tutorials https://tactical-ops.eu/info/editor/basic.html) for all the help getting us newbies started way back in the primordial days of Unreal.
http://www.mediafire.com/download.php?ymjzz2l5o22
https://www.mediafire.com/file/4rlssp06 ... y.zip/file
For example:
The Recognizer starts with the mid-section in the down position.
Then the mid section moves up to the raised position.
Then the entire Recognizer rises to the top position and flies across the game grid where it lands and lowers the mid-section to the exit position.
This allows players to ride inside a working Recognizer.
The positioning and timing is a bit tricky, but the result is very similar to the Recognizers in the movie.
BTW, here's an excellent tutorial on advanced movers by Lode Vandevenne.
https://lodev.org/unrealed/movers/movers.html
Thanks so much to Lode Vandevenne (Lode's tutorials) and Tony Garcia (Wolf's tutorials https://tactical-ops.eu/info/editor/basic.html) for all the help getting us newbies started way back in the primordial days of Unreal.
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swim
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Re: Please help solve my trigger problem...
Very interesting, I had a similar idea but haven't really worked on it yet. The additional problem I'm having with the mover I posted about has to do with dynamic lighting: I can bake the shadows into the map in either the open or the closed position, but I can't get the shadows to move as the mover does, which means it ends up looking really silly (e.g. the shadow stays where it is as the gate opens). I asked someone and they said yeah, it basically won't work the way you want it to. I know it works in UDK onwards, but that doesn't help.
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Red_Fist
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Re: Please help solve my trigger problem...
Dynamic lighting isn't for moving shadows, I think it is more for how the mover looks.
BUT you will see "brushraytrace" and worldraytrace. If you set it to key 1 the shadow won't show.
If you placed the mover in an outside box and light it up, the KEYFRAME you pick will show up lit up from the box outside the map, in an 100% dark map,
So play around with those raytrace settings in the mover properties.
I made a map DM-Tankcleaner , you can see the movers in separate lit box because I could not get them to show up using lights in the map without blinding lights just to get the glass windows not look invisible.
I used more than one keyframe and set the mover lighting to the key I built the map and movers .
BUT you will see "brushraytrace" and worldraytrace. If you set it to key 1 the shadow won't show.
If you placed the mover in an outside box and light it up, the KEYFRAME you pick will show up lit up from the box outside the map, in an 100% dark map,
So play around with those raytrace settings in the mover properties.
I made a map DM-Tankcleaner , you can see the movers in separate lit box because I could not get them to show up using lights in the map without blinding lights just to get the glass windows not look invisible.
I used more than one keyframe and set the mover lighting to the key I built the map and movers .
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swim
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Re: Please help solve my trigger problem...
I did play around with the raytrace options already, but trying to set up the worldraytrace in the same way as the movers keys did not work. The keys do work, and obviously you have to move the mover to each position to set up each key. I assumed the worldraytrace worked exactly the same way, but really all it did was select either 0 or 1 (only 2 positions needed) and did not move the worldraytrace to 1 when the mover's key went to 1 (which is what I wanted). I can either have the open or closed shadow, but not both and no shadow movement.
You're absolutely right about the dynamic lighting, I just remembered I figured that out on my own after about 45 minutes of wasted time
I tried setting the light I was using to 'actors cast shadows', assuming it would give dynamic shadows to players, projectiles and hopefully my mover, but lolnope.
You're absolutely right about the dynamic lighting, I just remembered I figured that out on my own after about 45 minutes of wasted time
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Red_Fist
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Re: Please help solve my trigger problem...
I am making an awesome killer cool mover door you ever seen, in your life !!!
Trying to demonstrate what you can do to make people,,think,, there was a shadow. While playing most games people hardly notice individual effects.
So in UT you have to fake them out as if ,,something.. changed is enough to keep the mental idea as if there was a shadow.
But when the door opens it does make yourself (mesh) go bright and dark from the mover each time, but not the BSP.
(Still messing with the test map)
Trying to demonstrate what you can do to make people,,think,, there was a shadow. While playing most games people hardly notice individual effects.
So in UT you have to fake them out as if ,,something.. changed is enough to keep the mental idea as if there was a shadow.
But when the door opens it does make yourself (mesh) go bright and dark from the mover each time, but not the BSP.
(Still messing with the test map)
Binary Space Partitioning