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Level Design How to set up an animated mover?

13tisa13

Grizzled Veteran
Dec 2, 2012
130
8
Croatia
www.tisa.rocks
Hi...I imported my mesh and animation into animation section...
I want to make it a mover and I want that animation to be active looping in game...how do I do that?
Basicly...I came across several problems in KF sdk I really don't know:
1.How to drop animated mesh into the game from the animation tab?
2.The mover has limit to 7 visible cue points you can set for it to move....How can you increase that number and where do you see it?
3.How to set my animated model as mover?
Thank you for any help!
 
Movers and imported animations are two different things. You can only use staticmeshes for movers.

In order to use your vertex animated meshes you need to write some code.

If you just want to loop the animation you can use the script that uses lots of decoration actors in Killing Floor.

This is the Ferris Wheel from Steamland.
Code:
class Deco_FerrisWheel extends Decoration;

#exec OBJ LOAD FILE=Pier_anim.ukx


simulated function PostBeginPlay()
{
	if( Level.NetMode!=NM_DedicatedServer )
		LoopAnim('Ferriswheel_Spin');
}

defaultproperties
{
    bStatic=False
    bStasis=False
    Mesh=SkeletalMesh'Pier_anim.Ferriswheel' 
    bNoDelete=True
    RemoteRole=ROLE_None
}

But custom scripts will stop perk progression, keep that in mind.
 
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