i have "build" my first lift today; it work but i have some questions and one problem:
problem:for no reason sometimes the lift "start and end points" are "decaled" and all is one meter higher than expected....and all is back to normal the next game...i saw that on other map; sometimes the lift go under the floor level and u just cant use it the whole game long
questions:
-is it possible to change my lift static mesh for another one or should all redo all the kismet/matinee affair with the new one?
-actually u need to touch the trigger to use the lift and i havent find the way to attach the lift it self to the process...in fact i have use a "open/close" doors tutorial and they dont explain how to make a "touch the lift to start it"
the second lift is very large and it dont look right when u have to touch an invisible trigger :p
just create your interpactor, scale it properly to the area you want it, and put it on the "standing" position.
-Quickly-
select your interpactor, go to kismet, and choose "new event using "your interpactor" -> "mover"
you will obtain a matinee pre-conected, just do the matinee seq on it (right clic on it, new mouvement track, add a first key, deplace your cursor to 2 sec, make a second key, don't close your matinee and return to 3d view, move your interpactor to the floor it leads (its 2th position), and back on matinee, move your cursor to 1->2 keys to see if all is good) close matinee, save
grrrrrrr.....i m on it since 2 hours now and i cant get it working; i probably missed something :
i have add the lift mesh aka mover :
open kismet ;new event using interpactor --->mover ---->touch + delay
aka interpactor:
open kismet ;new event using interpactor --->mover ---->touch + delay
no success
another annoying thing is that i havent find the way to clean my kismet wich look now like a big salaad is there a way to delete things in kismet window? because even after rebuilt all still here?
-- Edited by Bl!tz on Friday 18th of December 2009 12:54:16 AM
Regarding lifts not working... I find lift 'mesh collision' detection(eg to trigger it) hit and miss sometimes in the editor. One map it works fine..next map it refuses to work...
Main thing is to check, within the trigger properties(in Kizmit itself), is that the number of times for 'MaxTriggerCount' is set to '0' (unlimited).
If all else fails...A workaround for you Bl!tz is to place a trigger volume just above the lift so players enter the volume when they walk onto the lift. Attach this as the trigger(remove the original for the matinee you have setup. Open my Babylon map, go to the largest building (with 3 levels) and look at the Kizmit info for lift in the corner.
-- Edited by Lord_PorkSword on Friday 18th of December 2009 01:23:10 AM
thx mick ; in fact i have no problems to get it working with a trigger(except that some time all the "mooving area:start and end points are decaled, especially if someone stand under the lift when it goes down...first thing that did my son!....)
it s while trying to apply seb advices that i failed and i thing i ll have to use his way:
one of the mesh is very large and if u dont hit the trigger it dont work ;u walk on the platform and with luck u touch it :( i m gonna have a look in yer map though ;)
and to clean the kismet salad? any advice?
thx again ...
-- Edited by Bl!tz on Friday 18th of December 2009 01:38:48 AM
If you have any unused kizmit components just select them and hit delete.
If you have a lot of Kizmit stuff and want to clean it up into catagories; Right click in the grey background select "Create New Sequence: 0 Objs", give it a name (like Lifts or doors etc...). Next move all your related Kizmit stuff into that new sequence folder.
Blitz, I strongly suggest not using a trigger as it can cause issue as I have seen this in a couple of maps). For what it's worth, here is a quick how-to.
1. Select mesh in generic browser.
2. Add to map as a "mover". Right click, Add mover, Add Mover: Static Mesh (blah blah blah).
3. Scale and position the mover in your map.
4. Open Kismet and a sequence should already be created. Note, it might be in a sub-sequence that you have to double-click to open.
a. Left section that has the interpactor/mover already assigned to it and a Matinee node.
b. Keep the mover/interpactor select in your map.
5. Double-click on matinee (you probably already understand this part).
6. Select the Movement track and add your "0" keyframe.
7. Move the "scrubber" to the time you want your next key frame, then add that. Now move the mover in your viewport to the place it needs to be.
8. You will have to enable collision for the actual mover in it's properties.
Feel free to have one of us create it for you if you can't get it to work. We are here to help out. Sebastien created that great Kismet sequence in DM-Tomac-WE when I first met him.
for the trigger i agree it fraq all the sequence if someone is "scratched under the lift ".....though in my peak b1 it s trigger just to give an idea, will change that for beta 2....6 month should be enough ;)
thx for help
-- Edited by Bl!tz on Friday 18th of December 2009 08:34:38 AM
work like a charm; i just havent think to the default collision sttings...yeah was no collision on the mesh....ROFL^^
thx all for help...kizmet here i am :p
Good to hear, no more stupid triggers for lifts! I think Epic thought that most movers would be non-interactive rotating stuff, which is why there is no collision set by default.
yaeh i have spend my night to add lifts and trigged doors where they was missing and i ve note some UT3ish weird things:
when i use a trigger & a moovement track with rotation: - if i dont close the matinée when i click on "play sequence" the scrubber moove but the mesh dont rotate -if i close the matinee and the kismet windows and if i reopen them; if i click on play sequence it play it but in a weird way the mesh rotate in one moove direct from initial to final position and the scrubber follow his normal timing
with both ways it work in game but i spended several trys before to note it...
awesome tool that kismet affair though it seem it dont work with all meshes; i havent succed to get coherent collisions with some of them ( example: with one mettalic door i was abble to go through from one side and i was blocked from the other side with "block all" collision set on the mesh)
can someone explain me what is the exact difference between an "interptactor " and "a moover" because i tryed both with exactly same results.....?!?
thx
-- Edited by Bl!tz on Saturday 19th of December 2009 09:39:21 AM
can someone explain me what is the exact difference between an "interptactor " and "a moover" because i tryed both with exactly same results.....?!?
They are basically the same thing. The difference is... when you add a static mesh as a "mover", it thinks you want to use it as a lift or to move players, so it will automatically create a small Kismet sequence.
If you were to delete the Kismet sequence, you would have an Interpactor.
can someone explain me what is the exact difference between an "interptactor " and "a moover" because i tryed both with exactly same results.....?!?
They are basically the same thing. The difference is... when you add a static mesh as a "mover", it thinks you want to use it as a lift or to move players, so it will automatically create a small Kismet sequence.
If you were to delete the Kismet sequence, you would have an Interpactor.
Yeah there are multiple ways of doing the same thing. I remember a frustrating evening of glitchy lifts when I discovered that adding the SM as mover created a small blue box with the lift matinee already nested inside of it. I remember that if you try to create a new event with a mover that already has a mover matinee somewhere in kismet it gets messed up because it's trying to do two matinees at once. Very annoying.