Full control over triggering movers? OR destroy the mover?

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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
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.
 
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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Well I've just found that KFDoorMover can be used a bit like a multi-destination train ride (it will move through multiple keyframes and stop at the last keyframe). You just have to increase its NumKeys value accordingly. I may be able to produce a workaround from this, given that the mover does not insist on getting back to keyframe 0 again (unless its triggered again).

I think I have a work around in my head (2 elevators for 1 shaft, one is used in wave 3 and the other is used in wave 4), since I will be able to make the first elevator get the hell out of the way afterall. But its still only a work around with some downsides, so if there's a way to do it as described in my first post I would be stoked.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
Regular Mover, properties -> Object -> InitialState -> TriggerAdvance should do you want.

The mover stands still until it is triggered in which case it will move to the next keyframe (e.g. key frame 1) and wait there until it is triggered again, in which case it will move on to the next frame and so on and so forth.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Thanks I just gave that a try but it seems it only works "while the trigger is active", I got it to move by standing on a collision operated trigger. But I need to be able to move it in a ScriptedTrigger, at the moment all I know how to do is fire a TriggerEvent action, and put the mover's tag as the event. I'm guessing the reason the mover isn't doing anything, is because the TriggerEvent only lasts for a moment and mover.TriggerAdvance requires a constant trigger in effect. If there's a way to activate a constant trigger from my TriggerEvent action?
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Ok I've decided I'm happy enough with my workaround - which is ordinary TriggerToggle movers. They go through all the keyframes without stopping, but I've made it work well enough for its purpose.