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Does delaying the matinee call while the physics "initializes" not help?
I'd have to actually do some experiments to give you any real help.
Been fiddling around with settings and kismet since the post, but either 1)it's beyond my knowlage 2)it's not possible or the most likely 3) It's something really simple and I'm just not seeing it.
I've built a lift, fully moving room, but when the doors open along the y axis it also moves the lift mover along too.
The only way I can get it to stop is by moving the doors miles away from the lift mover.
Edit: May be worth saving the map before you try that though, and making backups in general is also a good idea. Saved my projects many times by having a slightly-older version to fall back on in the case of critical errors and file corruptions.
Sure is an annoying bug though, even had it happen with movers following the actions of DEBRIS! Like, a tiny scrap of paper, or a more specific/comlex object like the radio just moving the Mover around as you carry it around... Very inconvenient, typically results in relocation or removal of the offending object to make it work as intended, but it only ever triggers that bug if a physics object or Mover is placed very close to an Mover.
It sounds like a "basing" problem. The UDK automatically "bases" certain objects, essentially attaching them to another object so they match their velocity and motion. Similar to how a player follows objects they're standing on(lifts, crates, etc).
However, it's odd that it should do this with Interp Actors. Not sure why that is to be honest.
The moving debris problem still stands, may have to ditch the idea. I had made a rat and wanted to have a couple run around the map, and you'd ragdoll them by hitting them with something, your mop, a crate, a bin... anything really.
I'll just have to plop them in as normal trash.
and if ya want to you can use matinee to animate a rat skelletal mesh to walk around and can use hard attach code to attach say a trigger movable to it so you can still kill the rat with desired item like broom shovel tnt mop or welder via a take damage trigger
also if you set it to destoy the mesh when you kill the fake rat you can rhen get it to spawn a real dead rat
to make the kill effect convincing it could be blood spray etc then pick up the real rat n take to incinerator:)
take a look at the lone sweeper kismet actions in one of my maps with sweeping janitor in it
pool of death is a good one
then can see how it works
i could get a skeletal mesh to walk and sweep the floor talk and die when interacted with
but i was never able to animate a debris item
also have a look at how i animated the fake bowling pins to spawn real ones it be something like that if ya spawn a dead real rat from the fake rat when the fake rat is destroyed
confusing but quite easy
getting a hoh skelleton skelletal mesh to walk n sweep with the broom was more of a challenge
have a look at the sweeping skelleton kismet
your rat mesh might also need an animset so in matinee you can make it walk n move its tail or even make rat noises etc when player interacys with it!
that would make for pretty convincing fake rats that end up as real dead rats:)
if ya do get it workinf lg dont use attach to actor in kismet as that action is broken in multiplayer
use hard attach code in mesh properties instead like attach broom mesh to janitor mesh and attach trigger to janitor mesh and attach path target point and emitter to janitor mesh etc
all those things ya have to set physics to interpolating for it to work in mattinee
good luck
Rigged up a skeletal mesh of the rat to a moving trigger.
Had the trigger work if takes 1 or more mop damage, the trigger then spawns a dead rat in the meshes place and destroys the mesh. Works like a charm very simple kismet without having to make some complicated bot type script.
+1 internets to you sir.
https://youtu.be/jBITmChle3s
Preview
map looks cool and those rats look convincing:)
glad it works