HELP: Movers problem... - by Dago
Krypt on 26/2/2005 at 21:47
Movers in Flesh aren't done the same way as they are in Unreal. The Add Mover Brush button won't do anything except probably create bugs in your map. Doors and all other movers in T-DS are static meshes with a physics link on them that tells them how to move. The way you add doors in T3Ed is pretty simple. Open up your actor browser and go to WorldObj>Moving>Hinged for hinged movers or Sliding for sliding movers. These are all of the types of doors you can place. All you have to do is drop it in your map and it will work just like the doors in the original game. You can edit various properties for the door's movement by editing the HingedAttachmentLink on the door (right click on it and go to Actor Links) under Physics. Locked doors are a whole different story though.
Gingerbread Man on 26/2/2005 at 21:49
Those are UEd2 tutorials, Dago. In UEd2, movers were brushes. In UEd3, movers are made from static meshes.
Look in the (
http://www.ttlg.com/forums/showthread.php?t=94143) Temporary Tutorial Index to find stuff about doors.
Big Note: There are many differences between UEd2 (UT99 etc) and UEd3 (UT2k3 / 2k4 etc). Some stuff is just not relevant anymore. Similarly, there are significant differences between UEd3 and T3Ed in a lot of things. Don't automatically assume the three overlap in all things, because they simply do not.
d'Spair on 26/2/2005 at 21:53
Quote Posted by Krypt
Movers in Flesh aren't done the same way as they are in Unreal. The Add Mover Brush button won't do anything except probably create bugs in your map. Doors and all other movers in T-DS are static meshes with a physics link on them that tells them how to move. The way you add doors in T3Ed is pretty simple. Open up your actor browser and go to WorldObj>Moving>Hinged for hinged movers or Sliding for sliding movers. These are all of the types of doors you can place. All you have to do is drop it in your map and it will work just like the doors in the original game. You can edit various properties for the door's movement by editing the HingedAttachmentLink on the door (right click on it and go to Actor Links) under Physics. Locked doors are a whole different story though.
Thanks for the info, but could you please tell us then how to make locked doors?
And another quastion - can I have some other custom brushes apart from Doors of Sliders acting actually like doors or portculiuses? For example, I have a row of beams in my level, and I want them to move up when I press a button. Can I make it?
Gingerbread Man on 26/2/2005 at 22:00
Quote Posted by d'Spair
Thanks for the info, but could you please tell us then how to make locked doors?
(
http://www.ttlg.com/forums/showthread.php?t=91965) Lord save us from the nightmare this forum is already becoming.
Dago on 26/2/2005 at 22:05
Guys this is awesome it works! THX :thumb:
ProjectX on 26/2/2005 at 22:05
Amen
and it's "The holy Builder" and not "lord"
Krypt on 26/2/2005 at 22:29
Quote Posted by d'Spair
And another quastion - can I have some other custom brushes apart from Doors of Sliders acting actually like doors or portculiuses? For example, I have a row of beams in my level, and I want them to move up when I press a button. Can I make it?
If it is made out of bsp brushes then no, you can never make that move. If it is a collection of static meshes however, there is a way to attach them all together and make a door out of them. It is a total hack and would be an extremely tedious process, and could potentially cause some technical problems, but I'm pretty sure it would work. I could type out how to do it though if you're interested (and crazy enough to do it).
bukary on 26/2/2005 at 22:42
Quote Posted by Krypt
I could type out how to do it though if you're interested (and crazy enough to do it).
I am sure that we are all interested... :thumb: