Friday, 5 November 2010

Week 8: Making a Cube such that when pressed 'e' in the keyboard layout, it defines the object and carries as well as drops it.

            At the very first I decided to make a Cube such that when pressed 'e' it carries/drops the object, for that I opened the editor first to play with some kismet and see how it works. Then applied some work over the week to achieve it with some more results such as: When pressing 'e' in front of the Cube, the object is lifted and when placed/dropped the cube on a platform (trigger volume) such that the door opens.
        
           For that I have uploaded a small video on how I play the game in a small room, where I am destroying the Fractured Static Mesh and then lifting the cube and placing it upon a platform such that the door opens.

            I first created a small room, inside it I added some static meshes and interpret actor into the persistent level. Opened Content browser and chose a static mesh called 'S_NEC_Trims_SM_Plain_CURd' and placed on the floor by clicking on Add Actor > then Add InterpActor: StaticMesh NEC_Trims.SM.Mesh.S_NEC_Trims_SM_Plain_CURd' I made a geometric door space between the walls and subtracted the CSG. Added more static meshes for the doorway (A simple Door) and a platform (Trigger Volume), Opened Kismet and right clicked chose New Matinee and I edited and added key frames to my movement track so that when the door moves from side to side. Again right clicked in Kismet and selected New Action > then Actor > Attach to Actor, then selected the  'used' link > and dragged it to Attach to actor's 'In' link. I had to choose a New Variable so I chose 'Player' as an object so I right clicked and and chose the option new variable > player > player. I had to do the same for the trigger 2, so that when I drop the cube into the platform it acts as though it has placed the cube on the platform as well as carry it. And for that I had to make the same Kismet as I made for Trigger_2.






















    

         Following the same I wanted to make Cube properties attached to character, I followed the same procedure by adding a trigger over the static mesh, connecting the 'Used' link from trigger_3 to attach to actor's 'in'. And chose the Target as 'Player' and attachment as 'Interpret actor'.

            And I just had to figure out the door movement through Matinee and door movement attached to trigger. I right clicked and selected option 'New Event Using Trigger_3' > 'Touch'. And wanted to play my Matinee so I connected 'TriggerVolume_1 Touched' connected to 'Matinee' 'Play's link. after connecting it I wanted to reverse the process again so that when I've stepped away from the trigger volume, I wanted the door to close back. So I chose the 'Untouched' link from the TriggerVolume_1 and connected to Matinee's 'Reverse' link.

























           When testing it I noticed that I could delay the time and extend it more, through that I managed to increase the time and constructed the door for even longer period of time.

Here is the screen shot of my first level testing of cube and door:




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