Wildhair jr.
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Wildhair jr.
Im a beginner if your an expert of map creating in need some help, everytime i go into unreal editor 2.0 i create a normal CTF map i thought i could use some triggers so i put one in front of a square box attached to the wall.(to look like a button)then i put the trigger in front of it. then i make my door mover,i link the tags from the trigger to the mover, as i rebuild the map , then play i find myself going up to the trigger and nothing happens the door doesnt move. i need some help.
- Fuzz_Ball
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Re: Help! Unreal editor 2.0 help.
Hey Wildhair, welcome to Herm's place.
Did you look through the mapping and coding section?
I'm no mapper but I know there are some good tutorials out there.
Best of luck getting the advice you're looking for.
It's a good bunch here. I hope you stick around.
Did you look through the mapping and coding section?
I'm no mapper but I know there are some good tutorials out there.
Best of luck getting the advice you're looking for.
It's a good bunch here. I hope you stick around.
- Hermskii
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Re: Help! Unreal editor 2.0 help.
Hello WildHair. Good to have you here. Yes, get down to our mapping section. What you seek is there. Welcome to the show!
~Peace~
Hermskii
Hermskii
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Re: Help! Unreal editor 2.0 help.
Yeah, get down to here in the mapping area...
viewtopic.php?f=17&t=696
One little tip here...
Viewscreen Information
(Checking out the connections between navigation points, path nodes, triggers, etc.)
Right click on any of the menu bars in UnrealEd where the small joystick is and a menu will appear. Go down to View, then pick View Paths.
View Paths is very useful. By choosing this option, View Paths will show you how and if all your pathnodes and inventory items are connected.
Blue lines connecting pathnodes or navigation points are the best connections and will be the most desirable routes taken by the bots. Red lines are still good connections but will be less desirable or less used routes by the bots.
You can of course move pathnodes just like any other objects to obtain a better fit in the navigation network or pathing.
View Paths is also a great way to see if and how ANY navigation points such as triggers, teleports, etc., are connected and functional!
viewtopic.php?f=17&t=696
One little tip here...
Viewscreen Information
(Checking out the connections between navigation points, path nodes, triggers, etc.)
Right click on any of the menu bars in UnrealEd where the small joystick is and a menu will appear. Go down to View, then pick View Paths.
View Paths is very useful. By choosing this option, View Paths will show you how and if all your pathnodes and inventory items are connected.
Blue lines connecting pathnodes or navigation points are the best connections and will be the most desirable routes taken by the bots. Red lines are still good connections but will be less desirable or less used routes by the bots.
You can of course move pathnodes just like any other objects to obtain a better fit in the navigation network or pathing.
View Paths is also a great way to see if and how ANY navigation points such as triggers, teleports, etc., are connected and functional!
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PRO-Redeemer | PRO-SNIPER-Redeemer | SEEKER-Redeemer
Birth Place of ALL Seeker/Scoped Deemers!
IP: NEW IP to come!
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- Prowner
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Re: Help! Unreal editor 2.0 help.
Well if your question still hasn't been answered, did you remember to set the door to "Object-TriggeredOpenTimed?"
I think that's what you're having issues right? Making the door open?
I think that's what you're having issues right? Making the door open?
I will either save you or kill you, convince me otherwise.