*Note: I created the most of the tutorials using the Roboblitz and Gears of War editors. Based on the engine, and the version, some properties specified may be in slightly different locations than what is displayed in the screenshots.

If you need to learn how to create a basic map I would reccomend:
For UT99, UT2K3 & UT2K4: the Unreal Wiki.
For UT3: Waylon's Tutorials.



Interactive Events - Mover



I have set up a simple test map consisting of a slab of BSP, a skylight, a playerstart, a skydome, and a directional light.

I will only be using default editor assets which can be found in the EditorMeshes and EditorMaterials packages.

I will be using Movers/Interpactors (the terms are interchangeable) that are sometimes animated through Matinee. If you need to learn Matinee, I would recommend Hourences' Tutorial on them as a starting point.

I added the default staticMesh cube, and then converted it to an interpactor. I don't think this can really be used on anything but interpactors.

SetUp: Select the Interpactor in a viewport, and open Kismet. Right-Click anywhere and select 'New Event Using Interpactor -> Mover, as in the screenshot below:




Now we have our Mover event as well as a matinee template with the interpactor already connected to the matinee. It will fire the Pawn Atached when a pawn is sitting on it. It will fire Pawn Detached when a pawn is no longer on it. It will fire the Open Finished when the 'StayOpenTime' reaches 0, and will fire the 'HitActor' event when it hits an actor.




• StayOpenTime is the amount of time between when the movement is complete - either forward, or backward, and the 'OpenFinished' ouput fires, or the movement starts again if the player is still in contact with it.

Uses: There are many uses for the Mover event, but most relate to activating moving parts in a level, like doors, elevators, objectives, etc, that the player will interact with. If this were, say, an elevator, you could have the mover damage the player instead of changing direction. If you add a CauseDamage action, and hook it up as shown below, you can cause damage to a player underneath. Since the matinee will no longer change direction, you'll probably want to cause enough damage to kill the player, otherwise things may get complicated.




*Note: The movement group in the matinee seems to be automatically set to 'World Frame' rather than 'RelativeToInitial'. You can verify this by right-clicking on the movement track in the matinee and seeing which is checked off. The difference between these is that World Frame allows you to change the mover's initial location and the next keyframe will remain unchanged in its location. So if you make this a door, and you want to move it to another part of the room, when you play the matinee, the first keyframe will be at the new location, but the rest of the keyframes will warp back to their initial locations on the other side of the room. Setting this to 'RelativeToInitial' will allow you to change the location of the mover and have the movement be what you originally set up in the new location.