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THE DOOR CHALLENGE: Rules and Discussion

  • KungFuSquirrel
  • April 23, 2011 at 5:17 AM
  • KungFuSquirrel
    • May 6, 2011 at 4:22 PM
    • #61
    Quote from Puddy

    Ehm... that looks like a pain in the ass.How does it compare to source scripting?

    You're really looking at almost the same thing, It's all inputs and outputs and parameters, but Kismet just gives you a visual depiction of all the relationships instead of just putting them in lists.

  • General Vivi
    • May 6, 2011 at 4:38 PM
    • #62

    Pretty much what KFS said. They are both really similar, kismet is just more visual and it has that sweet sweet matinee

  • JamesKing3d
    • May 6, 2011 at 6:55 PM
    • #63

    o-k, so changing the class proximity types, although it made perfect sense and I assumed it would fix my problem, does nothing..

    it seems like when the trigger volume isn't set to Class Proximity Type Pawn isn't even affecting the matinee at all. I disconnected all links between the two, and connected Untouched, and Empty both to the Play, then tried each by itself connected to play, and none of the three play tests did anything... the matinee didn't play whatsoever.

    when I change the class proximity back to Pawn, it works fine when I walk into the trigger volume though..

    thanks for the advice anyhow Serenius, it probably got me much closer to figuring it out, and I didn't know about that Class Proximity Type setting before. Awesome.

    James

  • Serenius
    • May 6, 2011 at 7:19 PM
    • #64

    What class is the actor you're trying to use to open the door? The proximity class in your trigger has to match it exactly.

    Pawn works because a player actor is a pawn. An NPC would trigger it too, as an NPC is also a pawn, as are vehicles.

  • JamesKing3d
    • May 6, 2011 at 7:39 PM
    • #65

    the object class is listed as KActor in the properties window. It's a static mesh that was converted to KActor.

    James

  • Serenius
    • May 6, 2011 at 8:49 PM
    • #66

    I'd recommend playing around with the various trigger settings to make it work. Might have to uncheck some of the options like "Pawn Must Overlap" etc.

  • Youme
    • May 6, 2011 at 9:42 PM
    • #67

    Think I'm nearly done with mine Just got to spend an hour or so over the next week tightening it up and making sure the final step isn't too hard figure out. I fear it may be. Don't want fiendish difficulty to penalise me D:

  • Puddy
    • May 6, 2011 at 10:18 PM
    • #68

    I'm nearly done with mine too! Except for the puzzle though.

  • JamesKing3d
    • May 6, 2011 at 10:25 PM
    • #69

    alright, I got it working. found out the solution on 3dbuzz. there's a setting for optimization called "NoEncroachCheck" or something similar. I unchecked it, and now the kActor activates the trigger.

    moving on, It's looking good so far.

    James

  • Mr. Happy
    • May 7, 2011 at 5:04 PM
    • #70

    Sweet I was having that EXACT SAME PROBLEM (don't worry though, not for the door challenge ), thanks for posting the solution!

  • sarge mat
    • May 7, 2011 at 6:38 PM
    • #71

    Question.

    (source Episode 2)

    I have three triggers I need that all need to be triggered before the door unlocks. Is there a way to have it check and wait to see how many are done and not move on until all three are. Simple enough I just can't work out the process for it in source.

    Thanks

  • Puddy
    • May 7, 2011 at 6:57 PM
    • #72

    math_counter

    max value 3

    onhitmax -> output.

    Or did I misunderstand the problem?

  • sarge mat
    • May 7, 2011 at 9:50 PM
    • #73

    Yep that did the trick Thanks

  • Campaignjunkie
    • May 7, 2011 at 10:09 PM
    • #74

    If it's, say, three weighted buttons ala Portal for example, you can also use 3 logic_branch and 1 logic_branch_listener.

  • General Vivi
    • May 9, 2011 at 10:54 PM
    • #75

    Good to hear so many participating! Looking forward to the end results!

  • Serenius
    • May 9, 2011 at 11:03 PM
    • #76

    Is it kosher to redo the brushwork for the Gears of War editor as long as the door size remains the same? Came up with a pretty cool idea that I can't pull off without writing custom UDK mechanics.

  • KungFuSquirrel
    • May 10, 2011 at 12:01 AM
    • #77
    Quote from Serenius

    Is it kosher to redo the brushwork for the Gears of War editor as long as the door size remains the same? Came up with a pretty cool idea that I can't pull off without writing custom UDK mechanics.

    Go for it, that's why there's an OBJ version

  • sarge mat
    • May 10, 2011 at 3:24 PM
    • #78

    Another question. Is there a simple way (well a way) with in source to animate a bit of BSP. In the screenshot below I want the cap to open and close, via some logic timers.

    Thanks

    [Blocked Image: http://img685.imageshack.us/img685/5530/unled1bqp.jpg]

  • Skjalg
    • May 10, 2011 at 3:31 PM
    • #79

    just make it a rotating door and have an entity trigger that. Look up some door tutorials and figure it out

  • sarge mat
    • May 10, 2011 at 3:46 PM
    • #80

    :embarrassed: never thought of that.

    Cheers.

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