Lesson 10
By: Deathbliss
Comprehensive Movers and Triggers:
- Part 1 -
I though we could do some touch ups on the level we've been building from lessons 1-8. Hope I broke up the monotony a bit by throwing a Deathmatch Map tutorial in lesson 9. There are a few areas I need to expound on:
1. All the
details on
TRIGGERS
2. All the things you can do with
TRIGGERS
3. What kinds of
TRIGGERS there are
Also not related to TRIGGERS per say I found some areas of our map that could be improved. The lights, buttons for the doors and lifts to work, a place for our Pool Room lift to set, the in's and outs of the skybox, and more. So as I finish up the lessons as we prepare to move on to prototype mode I thought I'd iron out some rough spots.
To start open up the last
save of the map you have been working on with me (from lesson 8). I've decided
to delete the old Pool Room
MOVER
and I have built a cube 32Hx256Wx96B
(H=HEIGHT, W=WIDTH, B=BREADTH). For now we
can ignore
WALL
THICKNESS
(for hollow
cubes mainly) and
GROUP
NAME. Re-size the
grid to 2 for the easy manipulation of our geometry and place this
RED
BRUSH
as seen below:
If you followed along with
me when we built the Pool Room and/or have the same texture I used on the
floors, you'll see that when we subtract this it'll align perfectly with the
texture pattern. Whatever texture you used for the floor, at this point you can
DE-SELECT ALL and then find it in the
TEXTURE
BROWSER. Click on that texture, then
SUBTRACT the
RED
BRUSH. Here's what mine looks like:
Now here is a good area to
practice texture alignment. I had to
FLIP
Uon mine in some areas and
PAN to get it to line up like what you see above. This area really doesn't
matter but still a little extra detail never hurts (TOO much ...). Now all
you need is another cube the exact same size or maybe just a hair smaller. For
me I am making a cube the same HEIGHT, but the
WIDTH and
BREADTH are going to have a
-2 tacked onto the end. These dimensions then are 32Hx256-2Wx96-2B. After you have
done this move the RED
BRUSH to a clear
area - such as the center of the Pool Room. ADD it there once you've selected a texture you will use, and
remember you will not be able to change this later so if you want to keep your
original lift off to the side somewhere do so at least until you are happy with
the new lift. I am using ANCIENT/TRIM/
TILEMOS5 this time for a little color. Once done make a cube large enough that the
RED BRUSH completely surrounds this new cube and
INTERSECT it. If it doesn't work
RESET
ALL and then drag the
RED
BRUSH back to where you want it. Take the
RED
BRUSH after you've INTERSECTED it to the
little hole in the floor we've created and place it inside - perfectly centered
and just above the floor - the bottom of the RED
BRUSH just touching the base of the hole (or you can leave it 1 grid unit
above the base of the hole by re-sizing the
grid to 1 and position from there). Find the ADD
MOVER icon on the TOOLBAR
and click on it. You can now RESET
ALL on the
RED
BRUSH and it'll be
ready for when we want it next. Now set the KEYFRAMES by
RIGHT
CLICKING on the purple box (the
MOVER that will be your lift) and finding
MOVER
KEYFRAME in the list. Remember from our lesson this that you set the
MOVER ahead of where it will go. So you select
KEYFRAME
1
and then move it to KEYFRAME 1 (which will
be perfectly aligned and even with the walkway above) and once it's there your
do the process again but this time you'll select KEYFRAME
0
and it should return to it's resting space. If not keep setting the KEYFRAMES until it does. Be sure to add sounds if you want.
REBUILD,
SAVE and check it
out. Here's mine:
Now for a TRIGGER ... Well for
TRIGGERS to work we know by now that you need to name an object's
TAG and then you need the trigger's
EVENT to be the same name as the objects
TAG. In lesson 5 we called the door movers
DOUBLEDOOR1 and then put a
TRIGGER on either side or in the middle of the door mover. We then set the
triggers EVENT to the same name as the
TAG of our door movers. So each door mover would
have DOUBLEDOOR1 as it's
TAG and each
TRIGGER would have
DOUBLEDOOR1 as it's
EVENT. This is how this type of
TRIGGER basically works. However, you can use a
MOVER for a trigger, and this is how you would create a switch
that would activate something in Unreal. Getting the idea? You can make
trap doors, traps, secrets, and we're going to learn how to right now. First off
create a cube 33Hx33Wx32B. Align it like
so:
Find a texture you
like - I'm just using a texture sparing ANCIENT/BASE/UNCARVD1. Now drag the
RED BRUSH to the middle of the Pool Room again (or any clear area
you prefer) and make another cube 32Hx32Wx32B. Now if you look in the ANCIENT texture list you'll see
SWITCH in there among the types of textures. Open that up and
select it once you've DE-SELECTED everything.
ADD this new cube (which will become our switch),
INTERSECT it and then drag it into the hole in the wall.
ADD
MOVER there and set
KEYFRAME
1
to be inside the hole completely and aligned on all sides, and KEYFRAME
0
by dragging it back out and resting it just on the opening of the hole. Here's a
picture:
Now RIGHT
CLICK on the switch and go into
MOVER PROPERTIES. Look for
EVENTS and expose the list there. Leave
TAG alone but under
EVENT put prlift into the box (pool room lift - get it?). Next you need to
RIGHT
CLICK on the lift and under MOVER
PROPERTIES/EVENTS/ place
prlift in the box next to TAG. Now also in that list you need to find
OBJECT then the word
INITIAL STATE. There you select
TRIGGER OPEN
TIMED from the list. What does all this do in English? In a nutshell the game
says, "Hey, here's a lift named prlift and it's operated by a trigger - AH HA!
Here's the trigger controlling it!" However all you'll see in UnrealED is that RED LINE connecting the two objects. Basically that's what that
RED LINE that appeared is telling you (in case you hadn't already
guessed that ;). REBUILD, SAVE, and see if it works. Well I noticed a few things - for
one I might want a sound. For another it looks dumb having the lift go right
through the switch, so to solve this I'm changing the position of KEYFRAME
0. By the way, I just discovered you may have to reset not only the
switch's keyframes but the lifts as well. I guess that RED LINE also
determines the position of the things it's connected to. Everything else is
cool, and we got the height perfect it seems. So we need to explore some more
uses of the TRIGGER once we're
happy with this. Let's work on triggering some lights. I've come to the
conclusion that my lighting sources are lame so I have spent some time creating
something that looks pretty good. the map as always is download able for the
Exordium Main link at the bottom of the page. I think a trigger you have to
shoot at to activate would be cool, so build a cube 33Hx33Wx32B and set above the doors in the First Room and align like
so:
Next make a cube 32Hx32Wx32B and position in any available open area. This will be a
lot like what we did with the mover and switch combo in the Pool Room. ADD it,
RESET the RED
BRUSH, build a cube large enough to go around the newly added switch-to-be and
INTERSECT it, place the newly intersected
REDBRUSH into the hole, and finally click on
ADD
MOVER.
KEYFRAME
0 will be outside the hole,
KEYFRAME
1
will be inside the hole. Now we have some MOVER
PROPERTIES to set. Under EVENTS set the
EVENT to tlights and the
TAG to Trigger. Under
MOVER set DAMAGE
TRIGGERED to TRUE. You should
fool around with the other settings to, some are self explanatory and some are
not. For instance, you could make this TRIGGER work just once. Now you need to open up the
CLASSES
BROWSER and look for LIGHT. Open that
list and you'll see 2 types of TRIGGER
LIGHTS. We will be using the first one (with NO asterisk). Set these in our
light sources in the First Room after deleting the old light sources (if you
followed me then that's the torch flames) but keeping the holders. I have a new
holder I have created that will be included with the map for you to download.
All you do is go up to BRUSH then
IMPORT and find the area where you placed
ANCHOLDER3 then double click on it. Don't change the options in the
box that comes up, click on OK and then you can position at will. If you're still using the torch
holders that we made earlier you just place a TRIGGER
LIGHT inside where the flame was. For the ANCHOLDER3 you place the light in the glass case area. Be sure to
open up all the TRIGGER LIGHT PROPERTIES once you have
them all placed and find TRIGGER
LIGHT in the list. The two top settings are fine for now -
BDELAY ON
FALSE and BINITIALLY
ON FALSE are the
defaults and are what we want. Unless you want to turn the lights off when the
switch is pressed in that case BINIATIALLY
ON would be true. But we want to turn them one on and in this lesson I will
show you how. Ok now find OBJECT and under
INITIAL
STATE be sure to select TRIGGERTURNS
ON from the list. Now go up to EVENTS and set all the
TRIGGER
LIGHTS
TAG to tlights. Leave the EVENT alone.
REBUILD,
SAVE, and try it.
When you start the room should be dark but the switch will be glowing up there.
Shoot it and it will turn on the lights.
Well by now you are beginning to see what you can do with a TRIGGER. I think we'll add more as we go along, and I also feel that we have a new room to create soon. There are a few more things at this point we need to do. The first is to tell you about the DISPATCHER. This is a special TRIGGER that keeps tracks of multiple special events. Say you wanted an EARTHQUAKE TRIGGER, then the lights to go out, then perhaps some explosions. You'd place these triggers where you wanted them in the level, then you'd place a DISPATCHER where you wanted these events to begin. In the ADVANCED PROPERTIES under DISPATCHER you would place the TAG names of your TRIGGERS in the order in which you wanted them to happen, so when the DISPATCHER is activated it would activate each TRIGGER in turn. I should demonstrate this here but this is getting long winded to begin with, and that's a more advanced topic. I'm not feeling that well at the moment and I want to get this up so we will close here. I'd like to expound on TRIGGERS later so the next one will continue this. Good work everyone! Hope you picked up some things that will help you make some of your ideas a reality. See you in the next lesson!