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Making a Realistic Elevator in Kismet (not a lift-help needed)

Martizz1e
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Martizz1e polycounter lvl 9
for my level design class im making a casino, and in my casino i want an elevator. but being a realistic environment i dont want simple lift elevators. im learning scaleform right now to make custom ui buttons. however im stuck right now in kismet.

i have three floors and three elevators. right now im trying to figure out how to let udk know what floor is calling the elevator so i can play the correct matinee for the elevator that responds to the call. right now i am using a int for each floor and then using a compare int to return what floor to go to. but my math keeps getting stuck

heres what i got so far

7b391b49.png?t=1281803335

with the way its set up right now, the announcements are working the first run through, the floors out put what i want to hear. but the int is not getting properly reset evertime, causing it to only work once, which for a mulitplayer level wont work

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  • Lamont
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    Lamont polycounter lvl 15
    Throw in trace and print screen functions. You will visually see where it's breaking. A guess would be that you're not resetting the states of everything.

    Also, you need to block all trigger functions till it's finished opening and closing the door once it reaches a floor.
  • Martizz1e
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    Martizz1e polycounter lvl 9
    i dont know if its exactly the same, but i put in the announcements so i would know what was happening with the math. with the second floor set to 2 and the first set to 1 and the basement set to 0. the b value is set to one in the compare int.

    my idea being that if it gets triggered at the first floor it will equal itself, return equal in the announcement. and second floor being greater than, and the basement being less than.

    i used the subtract int to try and reset the number so it would be back to zero.

    from my announcements it seems like the number isnt being reset with the subtracting of the ints.

    and as of yet i dont have physically doors, the triggers you see are used triggers that are in to call the elevators and dont actually, yet, make them move. theyre just to test the calling of the elevators. like how each floor of a hotel has a call button that tells the elevator to come to that floor
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