Content Browser, Static meshes |
Then we converted the static mess into a mover.
Converting the mesh to a mover |
This aloud us to use the object in a matinee sequence later on in the process.
Once this had been done we scaled up the wheel and rotated it in relation to the wall it would be protruding from. We added in a trigger, which would activate only when used, and a point light, which we made toggle able. The light was set so that it would be off until it revived a signal telling it otherwise.
Trigger and lights |
When the trigger is used it will activate a matinee sequence which shows the wheel rotating.
UDK Matinee |
The sequence lasts for a total of 1 second. We ticked options which will allow it to repeat the sequence without resetting it to the beginning. These were Rewind on play and no reset on rewind options under the matinee sub menus.
We added a switch into kismet and set the switch count to 5 and enabled looping. This switch will be used to determine how many times the wheel(s) will have to be turned in order to reach the correct position, at which point the green light will become enabled.
Kismet for checking the puzzles condition |
The next image shows how this process works
Kismet for puzzle |
At link 1 I have connected it into the bool variable which sends a signal which indicates that the wheel is in the right place. I have also attached it play announcement which plays a message saying that the wheel is in place to the player.
At link 2 I have attached it to the bool variable which sends a signal that the indicates that the wheel is now out of position.
With this you can make a combination type lock for doors and secret areas within a level. In the case shown above the wheel need only be turned once to reach the correct location bu that can be changed so that it would need to be turn 3 times, 4 times etc.
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