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I built that from scratch as opposed to copy/pasting. I wanted to see if I could get doors to work. Now I'll put the proper AATriggers in.
This stuff is hard, but FUN!!!! I love the challenge. I have to figure out how to get it to go to more than one floor!
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Luvin’ dat elevator,
whether it’s going up, or coming down.
Luvin’ dat elevator,
but step out on two and you’ll hit the ground!
This is what I work on when I know nothing about designing a good choke point....it's a distraction technique!
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I have an idea.
Challange accepted
I'm having fun learning Kismet.
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search = Unreal Development Kit Kismet create an elevator
There are dozens of videos like this one.
TY though. Wanna help me with the Kismet? I'm trying to figure out if you can pass some kind of variable into a Matinee in order to control start position or whatever...
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I'm hoping to create a decrement and increment routine that gets compared to decide how many animations to play when the elevator is called or sent from the floor that the triggers are on.
So "CallFloor" gets compared to "OnFloor" to see how many PLAY or REVERSE animations to do.
Also, when a player is in the elevator and wants to go to the second floor from somewhere, it's the same as someone who's on the second floor calling the elevator. I think. This should save work.
I dunno. Just messin'
Did I say I'm a newbie? Y'all ought to try this stuff! It's fun!
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if you have time you must tell me how it works
I think it has to do with how I looped the Matinee for....'efficiency.'
Ya.
It's in my HostileWIP2 map if anyone is crazy enough to check it out.
Back to the drawing board.
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then floor to floor i.e 2nd to 5th another button /kismet/matinee
good luck
Right now, I'm using an UP matinee, and a DOWN matinee with "RewindOnPlay" and "NoResetOnRewind" set in each matinee.
What that does is allows me to cycle through the matinees according to the difference between what floor the elevator is on, and what floor it was called from. This passes named variables around through the logic and checks where it's at.
It works, but I think I need to tighten up the loop logic or something.
The individual call buttons on each floor pass the CallFloor variable into the logic and start the remote event "WhereToSendElevator" which loops through the matinees as much as needed to make the CallFloor and OnFloor equal.
It's a far cry from my original proof of concept, and I'll have to error proof....
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I think I know what's happening. I think the two matinees generate two instances of where the game thinks the elevator platform is. I'm trying different things, like sharing matinee data, etc. Now I see why multi-floor elevators are such a big deal.
We need addressable positions along a single matinee, I bet!
See below
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I merely added a 0.2 sec time delay at the end of the matinee before looping back through, theoretically enabling the server to stay in touch with where the actors were at.
However...I still have a problem after the next round starts. Can't figure out how to reset it all properly yet. There may also be an issue with what to do with the matinee if the elevator is moving at the end of the round. Hmm....Redline must have this figured out. I'll go look.
***
EDIT: As long as the elevator is at a known stop point at the end of a round, everything works fine on a live server for MORE THAN ONE ROUND!
Haven't figured out any reset functions yet though that will take into account elevator between floors as round ends. My matinee daisy chains and doesn't reset, so I can't just restart from "Play" at the start of the next round like Redline does.
Without moving the elevator to a proper start position, I can't afford to reset my Named Variables at round start. That would de-sync my Kismet.
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yeah, I feel your pain keeb. I tried for ages on making a 3+ storey lift.
ATM, got one working well offline,......but online ....grrrr
Seems to lose sync. Still trying to sort mine out.
True. The only time I seen it work is in games like unreal tournament and quake as a lift. Elevators are more for like single player and story based play.
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