I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
This is the main page for anything about movers.
- The Mover class and its properties
- Custom Movers – making these for UT2003
- Types of Mover – Summary of the types of mover in UT and what they are used for
There's a ton of stuff to cover here. Here's a rough list of things to cover. Feel free to add to it, or start a topic, or re-arrange stuff here.
This tutorial should be able to guide a beginner through the steps involved in making a mover. If it doesn't, please improve it.
- Create A Mover – Making the mover shape and adding it
- Keyframe – Setting keyframes for a mover
- Activating a mover – Triggering, movement types and move times
- Making Doors
- Rotating And Swinging Doors
- Doors and Gates, Lifts and Elevators
- How to make Elevators with Doors That follow the Lift
- Special Effects
- How to make Mover interpolate through an ObjectPath
- Using movers that move instantly to make stuff appear or disappear
- ExplodingWall and glass
- Glass and masked textures in movers
- Proximity Doors
Specifics like using the ElevatorMover can maybe go under the class definition?
- Making Complex Doors – Multi-part doors with the 2D editor (UT)
- Attaching Actors to movers
- Compound Movers – Using slave movers and attaching movers to movers
- Movers with more than 8 keys
- Fancy stuff like locks and keys
- Making Multi-Story Elevators
- Proximity- and damage-triggered Doors – Quake3-style doors in UT2004
- Moving Power Cores - Without Breaking Bot Support.
- Scripting Movers – Making your own mover
- VariableTimedMover – Allows variable timing with any number of keys and any Mover State.
Bots and Movers
LionsPhil: Mention should probably be made somewhere that, for things like fans, setting Movement.bFixedRotationDir to true, Object.IntialState to None, and setting up a Movement.RotationRate (Unreal rotation units per second, so try powers of two in the thousands) is a lot easier than keyframe-based movement. Especially as it avoids the "rewinding" you'll get from ConstantLoop.
Spinal: I think it's worth mentioning that a mover is added at the center of the red brush, not in the center of the current viewport or something. This caused me a few minutes of thinking "why doesn't my mover show up?"
Seditious: Thanks LionsPhil, that just cured my frustration. I wonder why ConstantLoop acts more like Triggerpound than LoopMove. All I wanted first is a rotating decoration, so I haven't tried the triggered states yet, but UDN's doc is vague about this...