Saturday, 6 December 2014

Multiplayer Map Design - Doors

Implementing doors into a DM map is much similar to implementing elevators, as they are animated in the exact same way with one difference, a trigger volume used to animate the door.
The process starts again with conversion of a mesh into a mover and the re-application of collision values, followed by the opening if Kismet and the customisation of the animation values, length, start and end keyframes.

The differences in animation come in after the keyframes have been set and the animation completed, the Max Trigger Count, found within the node attached to each matinee, must be set to 0, this orders the animation to run infinitely when triggered, so the door opens every time the trigger volume is activated.
The second difference are trigger nodes themselves, created using the builder brush and assigned in the volume drop down menu, they appear in the viewport as a different coloured cube, trigger volumes show as green.




I have implemented multiple fully functional doors in my DM map used to access rooms and aid navigation. As of right now they open directly upward but I may yet change these to open horizontally, opening from the middle. The reason for the proposed change is that when opening vertically, the doors interfere somewhat with the geometry above, initially cutting through the walkways above the lower level, the walkway was reshaped to cut around these, however the idea to animate a double door sliding open horizontally is now a much more attractive prospect.
This change will be detailed at a later date.


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