Movers II
Third installment coming up. I feel
like I am getting pretty good at making these tutorials now.
ABSTRACT:
Well, I have seen several tutorials around concerning
movers, but I was asked to do one on movers, so I shall. :-) Rather than take
the "easy" was out and simply do one step of motion with our mover, I am going
to go over some of the more intricate things movers can do. I will start simple
though, rather than overwhelm you with one of the more complicated ones to begin
with.
ASSUMPTIONS:
You know how to make a room, put a playerstart in
it, how to move and shape your brush, and deal with textures.
TUTORIAL:
First off, make a room at least 512x512x512. Next,
right click on your brush, and choose "Reset -> Reset all positioning" (Your
brush should be 256x256x256 now. If not, please make it so :-). Put this brush
in mid air. Choose a texture, and "add" it into the room.

caption: here, you see the textured block in
mid-air
Now, right click on your brush. Choose "reset -> reset
scaling" This step was very important. Let me explain why. If you did not reset
the scaling at this point, and your brush had been scaled before hand, it would
not allow your mover to work right. Instead, it would allow you to walk THROUGH
it instead of being solid. So if, after making your mover, you find that you can
walk through it and it doesn't work right, this was probably the step you messed
up on. :-)
Right click on the "Build a Cube" button on the control panel
(the cube to the right of the control panel). Choose "Cube Properties". In here,
change the height width and breadth to values of 300. This should cause your
brush to be slightly larger than the cube you made.
Next, move your
brush so that it surrounds the block. Once you are certain the brush fully
surrounds it intersect the block. (To do this, you can either click on the
intersect button in the toolbar, or go to the "brush" menu, and choose
"intersect). Now, right click on the brush, and choose "Copy polygons -> To
brush". This will copy the textures and the shape of your block (soon to be a
mover) into memory.
The step I am about to give you can happen anytime
that you choose. If you are confident that you did the previous steps right, you
can do this step now. If you think something may have gone wrong or are unsure,
you can wait to do this step until after you try your mover. This step involves
the block you just copied. It is hanging in the middle of your room. You need to
delete this at some point. :-) You can either do it now, or after you know your
mover works.
Next, place your brush onto the floor. Once you have the
brush positioned where you want it, click on the "add mover" icon in the
toolbar. (The box with swirling mist coming out of it.) Move your original brush
out of the way, and you should see the purple "brush" that is called the
"mover".

caption: Here, in
purple, you can see the mover at keyframe zero.
Next, we need to tell
UnrealED where the mover wants to move. Right click on the purple mover, and
choose "Mover keyframe -> Key 1". Now, in the perspective view, while the
mover is selected, hold both mouse buttons down and translate the mover
vertically. I recommend doing this in the perspective view because you can see
clearly where you are placing the mover, and you can easily restrict the motion
of the mover to the Z axis only.

caption: Here, in purple, you can see the
mover at keyframe one.
We are almost ready to try our mover out. Just
right click on the mover again, and put the keyframe back to zero (mover
keyframe -> Key 0). This sets the initial position of the mover for when the
map starts. Now, you can F8, rebuild map, and ctrl-p it to try your new mover
out!
If you walk up to your mover, you should automatically trigger it
to move. Watch it as it moves up into the air. :-)
Next, lets assume you
want some sound effects associated with your mover. Choose "SoundFX" on the
browse side, and load "activates.utx". Now, right click on your mover, and
choose "Mover Properties". In this dialog, choose "MoverSounds".

caption: Here you can see the mover
properties dialog with the sounds already selected.
Now, in the dialog,
click on the "OpeningSound". On the Browse menu, choose "SoundFX", and
"Activates" in the dropdown below it. As an example sound, choose "sclick2".
Now, you should be able to click on "use" next to "OpeningSound". If you don't
see the "use" button, click on "OpeningSound" in the Mover Properties dialog,
then you should see the "use" button.
You can do the same thing to set
"ClosedSound" to "sclick3" and "MoveAmbientSound" to "phumb6bL". Now do your F8,
rebuild, and ctrl-p. You should hear sounds now when the cube moves.
Ok,
the last thing I am going to cover in this mover tutorial is the fact that you
can have more than 2 keyframes. All of the tutorials on movers that I have seen
have only 2 keyframes. Is it hard to do more than 2 keyframes? No. Could you
probably figure it out on your own? I think so. But just to be thorough, here we
go.
Right click on your mover, and choose "Mover Keyframe -> Key 2".
You shouldn't notice any perceptible change. Slide your mover over on the floor
to the right of its current location. Next, you need to change the default
number of keys from 2 to 3. You do this in "Mover Properties". Right click on
your mover to open the properties. Choose "Mover" and then choose "NumKeys" and
type in a value of "3". I think it is the fact that you have to change the
"NumKeys" value that keeps most people from doing more than 2 keyframes. Ok, do
an F8, rebuild, and ctrl-p to try your mover out!

caption: Here is the mover at keyframe 2
position, the red brush is at keyframe 0 (base).
You will probably think
your mover only has sound while moving at the beginning. The sound is an ambient
sound that occurs while it is moving, and the sound doesn't have a large radius.
If you walk over to where the mover is headed, and wait for it to move BACK to
its original spot, you will hear the ambient sound because you are close enough
to it to hear it.
Just keep in mind, you need to set "NumKeys" to the
number of keyframes you want to use. I hope you get a LOT of use out of the
mover, it is really an awesome tool in the world of Unreal. For some truly
advanced use of Movers, look for my upcoming tutorial entitled "Advanced Doors".
Good Luck