DeusExMover Help
 
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OK, I've started to get to grips with the complex Deus-Ex mover, and although the documentation from Ion Storm is very good I still couldn't understand some stuff, so I investigated and am now publishing for the world to see.

Also the Event is triggered whenever the Mover either moves or is destroyed.

Basic Properties
bHighlight
This is whether the box appears telling you the movers status, locked/unlocked and strengths etc.
bFrobbable
SImply put it means can you use/pick/unlcok/open this door. If bFrobbable is false then it doesn't matter what you do you cannot pick or open this door. It overrides all of the properties below so make sure you get this right. However you can blow it up and trigger it.
bLocked
If this is true then the mover is locked, if false then it is open
bPickable
If the door is locked and this is true then the player can unlock it depending on the lockStrength property.
bBreakable
Can you damage this mover, if so then its strength is determined by the doorStrength and minDamageThreshold properties.
bDrawExplosion
Is an explosion drawn - doesn't do any damage itself, so the need for it may be slight. It depends what the mover is meant to be made of I suppose.
KeyIDNeeded
If door is locked and not pickable then you can set the KeyIDNeeded to the value of a NanoKey and when you posses that NanoKey you can then unlock the door.
bOneWay
can te door only be 'Frobbed' (i.e. picked, unlocked or opened) from the direction of the arrow. It's actuall a 180 degree arc from the tip of the arrow, and I don't know any way of moving the arrow except rotating the brush, so good luck with this one.
bIsDoor
Basically, do scripted pawns attempt to open this as a door. If it is breakable they may smash it as they walk straight through it, which you can't do. Harrumph!
Breakability properties
NumFragments
The number of fragments created when the mover is destroyed.
FragmentClass
the class of the actor that makes up the fragment, defaults to 'DeusEx.WoodFragment'
FragmentScale
The draw scale of the fragment actors created.
FragmentSpread

The distance from the pivot point of the mover that fragments will fly.

FragmentTexture
The texture to place on the fragments - default is none
bFragmentTranslucent
Are the fragment translucent, i.e. glass
bFragmentUnlit
Should the fragments be unlit, i.e. full brightness
ExplodeSound1
The sound for a small explosion, numFragments < 5.
ExplodeSound2
The sound for a large explosion, numFragments >= 5.