Please help solve my trigger problem...

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hayabusa21180
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Please help solve my trigger problem...

Post by hayabusa21180 »

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.
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Barbie
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Re: Please help solve my trigger problem...

Post by Barbie »

Mover>Object>InitialState=TriggerOpenTimed
Mover>bTriggerOnceOnly=true
Mover.MoverEncroachType=Crush OR Ignore (otherwise it might be blocked by a Pawn)
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jmartin
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Re: Please help solve my trigger problem...

Post by jmartin »

Barbie wrote: Wed Jan 08, 2025 9:14 pm Mover>Object>InitialState=TriggerOpenTimed
Mover>bTriggerOnceOnly=true
Mover.MoverEncroachType=Crush OR Ignore (otherwise it might be blocked by a Pawn)
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...

Post by Barbie »

jmartin wrote: Wed Jan 08, 2025 11:59 pm 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
Why do you suggest such? :omfg: Isn't is easier to have Key 0 as the start position and Key 1.. (NumKeys-1) as the next location(s) when Mover is triggered?

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.
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sektor2111
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Re: Please help solve my trigger problem...

Post by sektor2111 »

jmartin wrote: Wed Jan 08, 2025 11:59 pm So the initial placement of the mover is Key 1
The mover in the open position is Key 0
:ironic: I knew that... :wtf:
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)...
hayabusa21180
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Re: Please help solve my trigger problem...

Post by hayabusa21180 »

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 :D
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Re: Please help solve my trigger problem...

Post by Red_Fist »

jmartin wrote: Wed Jan 08, 2025 11:59 pm
Barbie wrote: Wed Jan 08, 2025 9:14 pm Mover>Object>InitialState=TriggerOpenTimed
Mover>bTriggerOnceOnly=true
Mover.MoverEncroachType=Crush OR Ignore (otherwise it might be blocked by a Pawn)
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
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...

Post by jmartin »

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.
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hayabusa21180
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Re: Please help solve my trigger problem...

Post by hayabusa21180 »

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...

Post by Barbie »

jmartin wrote: Mon Jan 13, 2025 12:41 am Make a Solid 3D Rectangle (Door).

Surround it with the red brush and click Brush\Intersect.
Why not direct create the RBB for the mover with the cube builder?
"If Origin not in center it be not in center." --Buggie