| Deus Ex - Other Movers |
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Download Tutorial File (38k
Zip)
The tutorial file contains 2 maps, one using the ElevatorMover
and the other the MultiMover.
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| ElevatorMover |
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The ElevatorMover is very simple if you are familiar with movers
in Unreal. It only has one other property aside from a normal Mover
and that is bFollowKeyframes.
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| The main difference is the use of the SequenceTrigger
(which is used with the MultiMover below as well.) The SequenceTrigger,
when triggered will move the ElevatorMover to the key frame in the
SequenceTrigger->SeqNum property. |
| Check out the tutorial file above for a 3 frame ElevatorMover.
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| For the buttons I've used the Decoration->DeusExDecoration->Button1
object. I've betailed this below. |
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| Button1 |
| Like all DeusExDecorations it has a number of interesting
properties. |
| Set this to the Tag of the mover which the decoration
will move with. |
| This determines the 'skin' of the button, or in other
words what number it has on it. Change this to BT_1 for a number 1
etc. The new skin will not show up in the editor however. |
| The lit status of the button changes when it is pressed
and returns when either buttonLitTime has expired or the button
is triggered (if bWaitForEvent is true) |
| Amount of time to stay lit (and also amount of time
before it can be pressed again) |
| Sound to play when button pressed |
| Sound to play when button returns to normal |
| If true then the button cannot be pressed again until
it is triggered. |
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| MultiMover |
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You set this mover up in exactly the same way as the others, but
then you can define 4 'sequences' of keyframes, along with move
times for each frame for the mover to follow.
Each sequence can only contain 4 keyframes. Although the keyframes
are refered to as 1 to 4 in the MultiMover properties the SequenceTrigger
should use 0 to 3.
This mover is probably best used when the order of the sequences
can be carefully regulated by triggers and not as an elevator or
such like as in my tutorial file. Watch what happens if you press
the 1 button which at the start....
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If true then the mover will retrace the previous sequence keyframes
before starting the new one, except where the previous sequence
is sequence 0. You should note that this may not do exactly what
you think, remember, the last frame of the sequence is the current
one, and the starting frame isn't in the sequence. e.g. the mover
starts at keyframe 0. Sequence 1 is keyframes 1, 2 and 3. sequence
2 is 2, 1 and 0. If sequence 1 is reversed after sequence 2 is triggered
it will start at keyframe 3, goto 2, 1 and then start sequence 2.
Also note that the times are all screwed going backwards, as each
sequence time is the time taken to mover TOO that keyframe, so in
the above example going out sequence 1 move time 1 is for moving
from 0 to 1, but on the way back it is used when moving from 2 to
1.
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| The 4 keyframes for sequence N. |
| The 4 movetimes for sequence N. |
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