DIFFERENT MOVER TYPES
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
Up till now I think a lot of you would have
used only the standard mover that is created by hitting the mover button.
Here we'll discuss a different way of creating different types of movers.
HOW TO CREATE THE MOVERS DISCUSSED
HERE
For all the mover types discussed here just
expand Brush|Mover under the classes menu. Select the type of mover that
you want to add. Go through the door/mover creation process by adding,
intersecting the brush, etc. Now on placing the builder brush where you
want the mover to go, just hit the add mover button. VIOLA! the type of
mover that you selected in the classes menu will be added in instead of
the normal mover. We'll just discuss the function, use and setup of these
movers. To see a full blown explanation for each type of mover just open
its script box and read the explanation given by Epic in green.
Alternatively after creating the mover brush just right click on the mover
and select the type of mover that you want to add in, thus:

WHO THIS TUTORIAL IS FOR
To understand this tutorial I expect you to
have read all the other mover tutorials on this site and be very familiar
with movers. You should know how to make proper movers and just be looking
for something different that may suit your level needs better than a normal
mover.
I. ROTATING MOVER
Why bother trying to set a normal mover to
rotate when you have all the settings pre-configured
for you?. This is the easiest way to create a rotating object or mover.
Make a circular brush off to the side, intersect it with a larger brush
and place it in a box in your level. Place some lights and a player start
here. Choose classes from the browser, expand brush then mover and select
rotating mover. Hit the add mover button. You just added in the rotating
mover!. Go to the rotating movers properties and set object initial state
to none - this actually depends on the situation, if you want the rotating
mover to keep rotating forever set it to none, if you want it to be set of
by the trigger naturally set it to trigger opened timed (remember to set
the tag then). The only other thing you need to set is the rotate rate
under rotating mover. For this example just set yaw to 1000. That's it no
need to set anything else!. Play your level and see it spinning around.
For different types of rotation just play around with the yaw, roll and
pitch values. COOOL!.
II. ASSERT MOVER
Read the explanation given in the script
box - there's no way I could top that explanation. In the properties of
the assert mover the usual mover properties are present along with assert
mover. Set the usual tags, initial states etc. You need
to set the properties of the assert mover like to the following:
a. bOnceOnlyStopOpen - True in this case. If it is false it
will go to the first key frame and stay there forever. The stay open time
under mover will affect this value.
b. CloseTimes - This defines the move times for each key
frame.
c. OpenTImes - How much time the door takes to open by going
through each key frame. Say your door moves using 3 keys, you can specify
how fast the door should move at each key.
d. WaitUnAssertTime - Very important. When the player steps
out of the radius of the trigger the mover will stay at its current key
frame say 1 and wait until this value has been reached. Then the mover
will move all the way back to the beginning - key0.
III. ATTACH MOVER
This is a mover I find myself using quite a
lot. You can make any actor attach itself to this mover. The actor and the
mover will move together - defined by the key frames. The tag of the
actor/decoration must be the same as the one entered as the attach tag
under attach mover in the attach movers decoration. You know its getting
really boring writing about this attach mover again and again. For more
information read my moving decorations tutorial on this site.
IV. ELEVATOR MOVER
Don't even bother the standard mover will
do.
VI. GRADUAL MOVER
I would say that this is the best type of
mover to use for a door or drawbridge or whatever that shows moving
parts. What the gradual mover does is that when the first sequence of
movements is over it waits for StayOpenTime to get over and then commences
the second set of movements. Lets take the draw bridge example. Say you
set the trigger and want the draw bridge to open on hitting this, all the
while showing moving chains etc on the side that seem to be lowering the
drawbridge, it fully opens waits for some time and then closes behind you.
Set the mover normally and all its key frames etc. as you would
normally do. Set a trigger in front of it to open the drawbridge. Under
the gradual movers properties expand gradual mover. This is the place to
set the tags not under events. Close times and open times are how long you
want the draw bridge to take to move at each key - I set close times to
around 90 and open times to 5. Enter the tag that you gave the triggers
event under tags 0. If bTriggerOnceOnly is set to true then the gradual
mover only completes the first set of sequences. Lets imagine that you
want moving parts for the mover, like a rotating thing that seems to pull
up the draw bridge just set yaw under rotation that's all - the rest is
the same as the above gradual mover properties. You should also take note
of the fact that a gradual mover adds new states to the oblect|initial
state. Namely - gradual trigger opened timed, gradual trigger toggle and
gradual trigger pound. Just use these instead of the normal trigger opened
timed that you'll find there. That is where for a normal mover you would
set trigger opened timed, for the gradual mover set gradual trigger opened
timed. This is not to say that you cant use the normal trigger opened
timed, you could also use the normal bump open timed. May your moving
parts be superb!.
VII. LOOP MOVER
For example (shit goddamn it I cant find a
better way to explain it so I'll have to use the same crap again and
again, ok!) if you were to set a loop mover as a door, where a normal door
would lets say slide to the left and then slide back to the right a loop
mover will slide to the left and just seem to appear at the starting point
again instead of sliding back and forth. Make sure u set loop mover
properties > object > initial state to loop move :).
VIII. MIX MOVER
This mover is a mix of the features of the
attach mover and the gradual mover. Since I've already explained above how
to use these two you should be able to configure this. You should use this
in places where you want the attach mover to be a gradual mover or
vice-versa.
That's all the mover types there is.
If you still have any doubts please email
me.
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