Unreal Interactive Elements

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Unreal Interactive Elements. CIS 488/588 Bruce R. Maxim UM-Dearborn. Adding a Movable Door - 1 Tutorial 9.1. Begin with the map file Tutorial9_01_Start.ut2 We added a mover to the 3D view ourselves - PowerPoint PPT Presentation

Transcript of Unreal Interactive Elements

  • Unreal Interactive ElementsCIS 488/588Bruce R. MaximUM-Dearborn

  • Adding a Movable Door - 1Tutorial 9.1Begin with the map file Tutorial9_01_Start.ut2We added a mover to the 3D view ourselvesOpen the Static Mesh browser, open the XceptOneObjA.usx, and select Flux2DoorH in the Doors groupMove the mouse cursor the 3D view and click the add Mover icon from the left tool barYoull need to find it and move it into place in the control room

  • Adding a Movable Door - 2Tutorial 9.1To make the door fit the doorway you need to adjust the 3D scale values (0.9,0.45,1.85) The will also need to darker the texture of the door by adjust the Mover display propertiesUse the RMB to open the properties window and change the UV2Texture property in the Display category to XceptTwo.Flux2Stuff.FluxDoorB12

  • Animating Door - 1Tutorial 9.2The base state for the door Key 0 is set for you when you place the door in the levelFor this door Key 0 is closed, we need to define its open stateThe the RMB an click on the door to open the context menuChoose the Mover option and select Key 1 on the sub menu that appears

  • Animating Door - 2Tutorial 9.2Now move the door to the open position using the mouseUse the RMB to click on the door and this time choose the Mover selection and select the Key 0 item to make sure that the door closesGood idea to save your work right now

  • Controlling Door - 1Tutorial 9.3Use the RMB to access the Movers properties windowOpen the Object category and click the InitialState property to open pull down menuSelect BumpOpenedTimed from the menuOpen the Mover category and set the value of the Numkeys property to 2 (Key 0 and Key 1)Set the value of the StayOpenTime to 2 seconds

  • Controlling Door - 2Tutorial 9.3Set the value of the delay property to 0 (which means door opens as soon as its bumped)Set the value of KeyNum to 0 (the starting position for the Mover)Rebuild the level, save the map, and test it (door should open when bumped by player)

  • Creating Message Trigger 1Tutorial 9.4Open the Actor Class browserExpand Triggers and select MessageTriggerUse RMB to add the MessageTrigger some where near the doorOpen the MessageTrigger properties window and expand the MessageTrigger categorySet the value of the Message property to Control Room Door has Been Opened

  • Creating Message Trigger 2Tutorial 9.4Make sure the MessageType property is set to EMT_CriticialEvent (ensures message is displayed as an in-game notification)Expand the Events category an set the Tag property value to DoorOpened (which means listen for the DoorOpened message)Use the RMB to open the Movers properties window, open the MoverEvents category and set value of OpenedEvent to DoorOpened

  • Building the Elevator 1Tutorial 9.5Open the Tutorial9_05_start.ut2 fileOpen the Static Mesh browser, open the package newhanger2.usx, and select the elevatorFrame from the Pakage0 groupUse the RMB to place the frame in the hanger across indentation in the wall (make sure it touches the floor)You may need to use the rotate actor button from the left-hand toolbar to position frame

  • Building the Elevator 2Tutorial 9.5You can add railings along the top of the frame if you wishSelect the elevatorLift from the Elevator group in the Static mesh browser (also in the newHanger2.usx package)Make sure the builder brush is near the bottom of the elevator and use the add Mover button from the left-hand toolRotate the elevator so that the panel is near the left side of the frame

  • Building the Elevator 3Tutorial 9.5Place some lights in and around the elevatorUse the RMB to click on the elevator platform and open the context menuSelect the Mover item to select the Key 1 item and position the platform at the top of the elevator frameUse Key 0 to reposition the platform at the bottom rebuild and save the level

  • Implementing Use Trigger 1Tutorial 9.6We need to place one Use Trigger at the bottom of the elevator and one Use Trigger at the top of the elevatorUse triggers are activated when the player is close to it and presses the use key EOpen the Actor Class browser, expand the Triggers category and select UseTriggerUse the RMB to place a UseTrigger in front of the platform control panel near the floor

  • Implementing Use Trigger 2Tutorial 9.6Use the RMB to open the UseTrigger properties windowExpand the Events category and set the value of the Event property to frontLift (the broadcast message)Use the RMB open the Mover (platform) properties windowExpand the Events category and set the value of the Tag property to frontLift (listener)

  • Implementing Use Trigger 3Tutorial 9.6Expand the Object category and set the InitialState property value to TriggerToggleExpand the Mover category and set the MoveTime property value to 5 secondsUse the RMB to open the context menu and use the Mover item to access Key 1 and move the elevator top of the shaftSelect the UseTrigger near the floor and use Ctrl-W to duplicate it

  • Implementing Use Trigger 4Tutorial 9.6Move the copy of the UseTrigger to the top of the elevator shaft so that it is in front of the platform panelRebuild the level, save it, and test the elevator

  • Scripted Trigger 1Tutorial 9.7A more realistic elevator control system could be created using scripted triggersOpen the Actor Class browser, expand Actor>Keypoint>AIScript>ScriptedSequence and select ScriptedTriggerUse the RMB to add the ScriptedTrigger some where in the level (near the elevator would make it easier to keep track of)

  • Scripted Trigger 2Tutorial 9.7Use the RMB to open the properties window of ScriptedTriggerExpand the AIScript category and click on the Actions category and click the Add button to insert a slot to define a new ActionClick on the New property to open a drop down list, select Action_WAIT-FOREVENT, and click the New button to open up the properties for this event

  • Scripted Trigger 3Tutorial 9.7Set the value of the ExternalEvent property to frontLift (makes trigger listen for broadcast)Add a new Action[1], define its action as Action_TRIGGEREVENT, and set its Event property to frontLiftMoverAdd a new Action[2], define its action as Action_GOTOACTION, and set its ActionNumber property to 0 (creates loop)

  • Action List for Scripted Trigger

  • Scripted Trigger 4Tutorial 9.7Use the RMB to open the properties window of the elevator platform Mover actorOpen the Events category and change the value of the Event property to frontLiftMover (which causes it to cease listening to the UseTrigger and start listening to the ScriptedTrigger)Rebuild, save, and test the level

  • Jump Pads 1Tutorial 9.14Add an alcove near the top of the hangerCreate a 256x256x256 cube and subtract it from the wallAdjust its position using the perspective views and add a light to itMove the PlayerStart icon to the alcove and rotate it to point out into the roomTo create the jump pad begin by opening the Actor Class browser

  • Jump Pads 2Tutorial 9.14Expand Actor>NavigationPoint>JumpPad and select the UTJumpPad actorUse the RMB to add the UTJumpPad to the floor of the alcoveExpand Actor>NavigationPoint>JumpDest and select the JumpSpot actorUse the RMB to add the JumpSpot on the floor by the elevator

  • Jump Pads 3Tutorial 9.14Use the RMB to open the JumpSpot properties windowExpand the Object category and check the value for the Name property (should be something like JumpSpot0)Use the RMB to open the UTJumPad to open the properties windowExpand the NavigationPoint category

  • Jump Pads 4Tutorial 9.14Expand the ForcedPaths property and set the value of [0] to JumpSpot0Expand the Advanced category and set the value of bHidden to FalseThe last step is to click on the Buildpaths icon on the top toolbarRebuild, save, and test the level

  • Teleporters 1Tutorial 9.15Open the Actor Class browser and expand Actor>NavigationPoint>SmallNavigationPoint then select TeleporterUse the RMB to add a teleporter to the alcove and then add a teleporter to the control roomUse the RMB to open the control room teleporter properties windowExpand the Events category and set the Tag property to ControlRoom (its name)

  • Teleporters 2Tutorial 9.15Expand the Teleporter category and set the URL property to TopTeleporter (destination)Use the RMB to open the properties window of the teleporter in the alcoveExpand the Events category and set the Tag property to ControlRoom (its name)Expand the Teleporter category and set the URL property to ControlRoom (destination)

  • Teleporters 3Tutorial 9.15Open the Advanced category in the properties window in each TeleporterExpand the the Advanced category and set the value of the bHidden property to FalseRebuild the level, save, and test itNote: it is possible to have multiple destinations by setting the Tag and URL in each of several Teleporters to the value Random

  • Door Control 1Tutorial 9.9We can have the elevator motion opening of a door at the top of the shaftDuplicate the control room door and move the copy to the top if the elevator shaft.Make sure Key 0 and Key 1 are working properly on the new door.Use the RMB to open the door properties window, expand the Object category, and set the InitialState value to TriggerToggle

  • Door Control 2Tutorial 9.9Expand the Events category and set the Tag property value to the liftDoorUse the RMB to open the elevator platform properties windowExpand the MoverEvents category and set the values of both the ClosingEvent and OpeningEvent properties to liftDoor (causes the elevator to open the door at the top and then start back down)

  • Door ControlTutorial 9.10We can create an operational control pane