What I want to do is, have a mover stay dormant until I trigger it. When triggered, it should move to the next keyframe. Then by god i want it to stay in that position until I decide to trigger it again. Preferrably I could then decide when to trigger it again and again for a total of 4 keyframes would be ideal.
I've tried a few different InitialState properties for the mover and haven't found one that works in this way. The closest I found was probably LeadInOutLooper but I couldn't quite get a solution from it.
This is for an elevator in a story map, which will be used once in wave 3 and once in wave 4. I want it to move between 3 specific Levels. I considered using 2 seperate elevators but I can't get the first one to 'go away' so that seems like a dead end. If there was a way to completely destroy the mover then I could go down that road again (but I don't think thats possible?) Thats why i want to just control exactly when it moves between each keyframe... Regular KFDoorMovers don't cut it because I can only script-trigger them between 2 keyframes (as opposed to the 3 you usually get if triggering doors with KFUseTriggers), and KFElevatorMovers I can't seem to get to work at all by script-triggering. Obviously for a story map it would be no good to let the players operate KFUseTrigger actors..
I'm also open to work-around suggestions though I've gotta tell you I've tried a few already.
I've tried a few different InitialState properties for the mover and haven't found one that works in this way. The closest I found was probably LeadInOutLooper but I couldn't quite get a solution from it.
This is for an elevator in a story map, which will be used once in wave 3 and once in wave 4. I want it to move between 3 specific Levels. I considered using 2 seperate elevators but I can't get the first one to 'go away' so that seems like a dead end. If there was a way to completely destroy the mover then I could go down that road again (but I don't think thats possible?) Thats why i want to just control exactly when it moves between each keyframe... Regular KFDoorMovers don't cut it because I can only script-trigger them between 2 keyframes (as opposed to the 3 you usually get if triggering doors with KFUseTriggers), and KFElevatorMovers I can't seem to get to work at all by script-triggering. Obviously for a story map it would be no good to let the players operate KFUseTrigger actors..
I'm also open to work-around suggestions though I've gotta tell you I've tried a few already.
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