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Thread: Left / Right door not working.

  1. #1
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    Left / Right door not working.

    RESOLVED

    Problem: Doors not opening when they aren't on the players screen. Only opening when looked at while the combat phase begins.

    Solution: There's a property in the skeletal meshes that has to be checked.

    Collision>Collision Component>SkeletalMeshComponent>Update Skel When Not Rendered




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    Update:

    The doors are only working if I'm looking at them when the door events begin.

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    This is in regards to the kismet door opening/closing events for the monster gates.

    I've been putting in the Left / Right versions of the skeletal mesh doors that are shown in the demo map. The first set worked fine when I plugged them into the Kismet OBJ list for the global left/right door lists.

    As I went along and added more, they began malfunction in random ways. Sometimes one set would work, sometimes the other wouldn't. I've experimented with all sorts of combinations of things, and I must be missing something, or have messed something up in the process. It's hard to explain their behavior as it seems to have no real pattern behind which ones will fail and work if I add/remove a set of doors from those lists.

    On a side note: I looked at the first levels doors, and noticed they combined the skeletal mesh ones with others converted to InterpActors. I was also curious about how those manage to tag along, I didn't seen anything in particular.

    Would I have to manually code these door events, or is there some copy and paste that has to be done with the nodes? Any help is appreciated. ^_^

  2. #2
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    The InterpActor doors are attached to the skeletal meshes, which are usually set to invisible so you only see the interpactor doors. This is how they easily customize the different doors- you just use the skeletal doors, which are all driven by the same matinee, and then you have your custom doors which you make InterpActors and attach them to the skeletal doors.

    In order to make your doors work, you need to add them to the Left and Right door list variables in the prefab kismet. Add the correct skeletal meshes to the correct (left or right) variable and they should open close correctly automatically.

  3. #3
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    Quote Originally Posted by Alhanalem View Post
    The InterpActor doors are attached to the skeletal meshes, which are usually set to invisible so you only see the interpactor doors. This is how they easily customize the different doors- you just use the skeletal doors, which are all driven by the same matinee, and then you have your custom doors which you make InterpActors and attach them to the skeletal doors.

    In order to make your doors work, you need to add them to the Left and Right door list variables in the prefab kismet. Add the correct skeletal meshes to the correct (left or right) variable and they should open close correctly automatically.
    Thanks for the quick reply. ^_^

    I've done that part with the Kismet object lists, that's where I'm having problems. Some work, some don't. I remove some, the others start working, then ones that were working start breaking. (And the doors are properly left/right doors. They just cease functioning once I add more than one set of doors to the object array.)

    Oh that interactor thing is cool. How did they hook them onto the skmeshes?

  4. #4
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    Under the Attachment properties for an actor you can name another actor to attach it to. If that actor moves, the interpactor will move with it. Note that object specifically designed to be static can't be moved by this of course- This is why you have to use an InterpActor (interp is short for interpolating aka moving) instead of a static mesh. Of course, you can easily convert any static mesh to an InterpActor to make it moveable.

    Make sure you're using "Insert actor into object list" not "assign actor to variable" to add the object to the door list. Beyond that, I can't be absolutely certain of what your problem is. Just copy some doors from another map and add them to the list and see if that helps.

  5. #5
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    Quote Originally Posted by Alhanalem View Post
    Under the Attachment properties for an actor you can name another actor to attach it to. If that actor moves, the interpactor will move with it. Note that object specifically designed to be static can't be moved by this of course- This is why you have to use an InterpActor (interp is short for interpolating aka moving) instead of a static mesh. Of course, you can easily convert any static mesh to an InterpActor to make it moveable.
    Cool. That's quite a handy property.

    Any thoughts on the skeletal mesh door issue? Do they have to be a certain distance away from floors and walls? I'm not quite sure what to make of it. Since they all seem to work when I only have one left and one right door. Here I have them setup:

    Note - They're not both SM_1. One is #1 and the other is #11. I just realized that is an inconvenient cut off.


  6. #6
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    I figured out what the pattern of malfunction is with the doors. They will only open while you have them on your screen. If you're not looking at them when they trigger, they won't open.

  7. #7
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    Quote Originally Posted by Shisho2k View Post
    I figured out what the pattern of malfunction is with the doors. They will only open while you have them on your screen. If you're not looking at them when they trigger, they won't open.
    That's not how they're supposed to work.

  8. #8
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    Quote Originally Posted by Alhanalem View Post
    That's not how they're supposed to work.
    I'm not sure why it's happening though, but that's what they're doing. If I hide myself, from their view none open. If I look at one when they're supposed to open, that's the only one that opens. So it's certainly not random, but I don't know what would cause this behavior. I'm not that proficient at reading Kismet quite yet.

  9. #9
    0 Not allowed!
    Quote Originally Posted by Shisho2k View Post
    I figured out what the pattern of malfunction is with the doors. They will only open while you have them on your screen. If you're not looking at them when they trigger, they won't open.
    That's not how they're supposed to work.

    Does this happen if you just look at any existing map and play it in editor or cook it and play as a mod map?

  10. #10
    0 Not allowed!
    Quote Originally Posted by Alhanalem View Post
    That's not how they're supposed to work.

    Does this happen if you just look at any existing map and play it in editor or cook it and play as a mod map?
    It doesn't happen on any of the other maps I try to play in the editor. I must be missing something in the kismet or properties of something. I followed the guide exactly, and have tried copying the properties exactly from the maps that work.

    I can't recall if I tried this in a cooked version or not, but I'm not sure that'll correct it, since all other uncooked maps run fine from the editor.

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