Hi guys,
I want to make something for the Time Travel map, and in the Desert part of the map, I made an Oasis, in which I want something to come out of the water once triggered.
Now I know how to make some triggers, and movers... but how do I go about making a Mover that will come out of the water and it will stay there permanentelly?
I want to make it either triggered by using something else, or walking into a pedestral or something of that nature.
Help with triggered movers
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- 1337 Haxor
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- 1337 Haxor
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- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
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I was thinking of making a sequence of triggers, which would unlock a secret room in the Oasis, in which would have the redeemer and the painter, plus a lot more goodies, etc...
1- You would have to trigger something in the Desert, which would activate a mover in the frozen wastes.
2- Activate the trigger in frozen, to open a room in Autumn Leaves.
3- Activate another trigger in Autumn to activate something else in Spring Gardens.
4- Finally that last trigger would make the mover rise from the Oasis with the deemer, etc...
This not only would encourage roaming aroun all maps, but also make the map a lot more fun to play.
You will have to do all this with the monsters up your butt trying to kill you, but the reward would be worth it.
you wanted something interesting for this map, so there you have it.
I just have to execute it now, with your help.
1- You would have to trigger something in the Desert, which would activate a mover in the frozen wastes.
2- Activate the trigger in frozen, to open a room in Autumn Leaves.
3- Activate another trigger in Autumn to activate something else in Spring Gardens.
4- Finally that last trigger would make the mover rise from the Oasis with the deemer, etc...
This not only would encourage roaming aroun all maps, but also make the map a lot more fun to play.
You will have to do all this with the monsters up your butt trying to kill you, but the reward would be worth it.
you wanted something interesting for this map, so there you have it.
I just have to execute it now, with your help.
In the mover properties set the Tag in Events tab as to what you want the mover to be called. In the Mover tab set bTriggerOnce to true. In Object set initial state to TriggerToggle. Put in a UseTrigger and set the Event in Event tab as the name of the mover. And there you have one triggerable mover that will stay there.
Just set one of there triggers inside each section you are opening to open the next one along. What I am not sure however is if you can get a mover moving with a xWeaponBase on it or whatever you are using. I have never tried it before.
Just set one of there triggers inside each section you are opening to open the next one along. What I am not sure however is if you can get a mover moving with a xWeaponBase on it or whatever you are using. I have never tried it before.
To bring about the end you have to start at the beginning.
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- 1337 Haxor
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Thank you very much for the help.Dynadin wrote:What I am not sure however is if you can get a mover moving with a xWeaponBase on it or whatever you are using. I have never tried it before.
I thought about that too... How am I going to make the weapons base move along with the mover...
That is going to be complicated.
I have seen in certain assault maps, that some pickups will only appear after a certain triggered condition.
Not sure if I could use the same method for invasion.
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- DW Clan Member
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You can't make weapon bases move as they are navigation points. You can't make any navigation points move because paths are static and can't be changed dynamically. You could make a static mesh of a weapon base move and then spawn a redeemer with a script though.

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- 1337 Haxor
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Yes please... that will do.DW_BrainPan wrote:You can't make weapon bases move as they are navigation points. You can't make any navigation points move because paths are static and can't be changed dynamically. You could make a static mesh of a weapon base move and then spawn a redeemer with a script though.
can you guide me through the steps?
Since I have tried to convert a weapons base into a static mesh before and got an error, and the editor shut down.
That's all it's left to do... then the map it's finished.
Trust me when I say this map is brilliant, it's perhaps the best one I made so far.
I'm so excited right now, I fell like a little kid on a candy shop.
So...
[s]1- I would I make a redeemer spawn?
Plus it has to spawn right at the moment that the plataform rises from the oasis.
If you press the button again, the plataform will descend again, so at the time the redeemer should not spawn.
Or is there a way to make the last platform stay put?
Woul i have to do something in the trigger to make it use once only?
2- One more thing, how do you put sound when you use a use trigger?
Just so you know for sure that it has been activated.[/s]
I've figured out what to do, I have two problems though.
1- The redeemer and painter wont spawn.
2- The Adrenaline, shield, etc... keep respawning and this may cause lag.
I don't want to reduce the amount of time it takes to respawn, otherwize it cancels the concept of the map out, and the whole purpose of running around the map, besides encouraging roaming, is so you get a good reward at the end.
So I want the adrenaline to spawn often, just not on top of eachother, and acumulate like 50+ adrenaline pills in one spot if no body is using it.
I would make more adrenaline spawn, but take longer to respawn in an ideal world this would work.
But online people pick up adrenaline even if they don't need it, so this method just wont do.
Help please!
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- 1337 Haxor
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Ok, so i have figured out all of the problems except for one.
The Redeemer still keeps respawning, even if I set it up to respawn every 2 minutes or so, but on the later level, that hardly anyone will dare to go get it, they will just keep respawning and soon you will have 50 redeemers just spinning around creating lag.
So i do I make it so the redeemer spawns normally, just like in a weapons base?
In other words, as often as I want, but just one at the time can be manifested.
The Redeemer still keeps respawning, even if I set it up to respawn every 2 minutes or so, but on the later level, that hardly anyone will dare to go get it, they will just keep respawning and soon you will have 50 redeemers just spinning around creating lag.
So i do I make it so the redeemer spawns normally, just like in a weapons base?
In other words, as often as I want, but just one at the time can be manifested.
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- 1337 Haxor
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Maybe you have the instaspawn set on true. Just remove the deemer pickup base, and add them again, with default settings, and go on from there..Nelsoncarmo26 wrote:Ok, so i have figured out all of the problems except for one.
The Redeemer still keeps respawning, even if I set it up to respawn every 2 minutes or so, but on the later level, that hardly anyone will dare to go get it, they will just keep respawning and soon you will have 50 redeemers just spinning around creating lag.
So i do I make it so the redeemer spawns normally, just like in a weapons base?
In other words, as often as I want, but just one at the time can be manifested.

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- 1337 Haxor
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The Redeemer is not spawning in a weapons base, it's spawning through a scripted trigger; in which I can't access any settings what-so-ever, except for how often it spawns.
Julian, haven't you read all the posts?
Please do so, since I don't want to have to explain the whole thing again, and you will see what I mean.
Unless you know a way to make an active weapons base into a mover, and move along with the pedestral that comes out of the oasis?!
If I use the scripted trigger to spawn a weapons base instead of spawning the Redeemer by it-self, how can you access the settings, since it only spawns once in-game?
It does not spawn while in the editor... or does it?
I think I'm going to change things around a bit, and create yet another mover in solid ground, in which I can put the super weapons in.
Julian, haven't you read all the posts?
Please do so, since I don't want to have to explain the whole thing again, and you will see what I mean.
Unless you know a way to make an active weapons base into a mover, and move along with the pedestral that comes out of the oasis?!
If I use the scripted trigger to spawn a weapons base instead of spawning the Redeemer by it-self, how can you access the settings, since it only spawns once in-game?
It does not spawn while in the editor... or does it?
I think I'm going to change things around a bit, and create yet another mover in solid ground, in which I can put the super weapons in.