So, since this was asked a while ago, I decided to make a little tutorial on how to do this,
I might not be able to finish it completely before I have to head off to class, but let's see how far I can get.
This tutorial is on how to make a
moving object. This can be a smoke generator, a kicker, a trigger, or a decoration
(In this case, a
car) by attaching it to a mover, while it does not require any prior knowledge to the usage of movers,
it DOES assume you know how to move and place objects and brushes.
First, you start by placing your actor. where you want it to start from.
For the sake of this tutorial I chose the "Car03" Deco under Actors/Decoration
Next, take your builder brush and make it into a small shape which is easily hidden within the
object you want to move, (Alternatively, you can make it an invisible sheet) I picked a triangle since it allows me to easily see
the direction of my actor. Then right click the "add mover brush" icon and select your favourite mover type from the menu.
I picked "LoopMover" because I want my animation to loop without the
car flying backwards on the way back.
Anyway, the result should be like this:
Note: If you test the map and your object shows up black or unlit, it means the 'origin' is hidden inside the mover.
Try moving the mover aside a little until it changes.
The next part will be changing the properties.
Right click your actor, and got to "(Name)properties. A pop up window like one of these two will show up:
As you see, I highlighted the important options in red.
Start in the properties of the actor you want to move and ensure that under the +Advanced: "bMovable" is true and "bStatic" and "bStasis" are false.
If you don't want your actor to become invisible online you might also want to tick "bNoDelete" to true.
Finally set the AttachTag under +Movement to something easy to remember that isn't used anywhere else in the map. I named it "MovingCar"
Next go to the mover properties (Again, by right clicking the mover)
And Change the following options:
The Tag under +Event should match the AttachTag on your
moving object (In my case "MovingCar")
Under +Mover you should set "MoverEncroachType" to "ME_IgnoreWhenEncroach" unless you want the actor to jump back to start if you bump into it.
Numkeys and MoveTime can be altered to your own desire.
Numkeys=The number of 'key frames' your mover has
MoveTime=The time (In seconds) to move from one frame to the next.
The InitialState under +Object depends on the type of mover you use. If you picked a normal mover you should set it to "TriggerOpenTimed" However,
if you used a LoopMover this should be set to "LoopMove" (Sounds logical, eh?)
(This is where I run out of time, I have to go, will add the rest later!)