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Legacy:Types Of Mover
This page is meant to give a brief summary of the different mover classes, and for what purposes they can be used. See the individual class spec pages for specific details and the Mover Topics page for all pages on movers.
The comment in the script seems to say this does what a normal mover's TriggerControl state does, the only difference being that when UnTriggered it waits the wait time instead of returning immediately.
Beware when using this; the regular Mover -> move time isn't used.
Allows Attaching Actors to a mover
Go to a specific key using an ElevatorTrigger.
GradualMover allows diff times between keys
Add it by right clicking the toolbox button Add Mover Brush and choosing LoopMover. Then set Object->InitialState to LoopMove to get it working.
A LoopMover loops between its different locations. Each time it is triggered it advances to the next key frame and when reaching the last one it jumps back to the first one. If you trigger it once with a timed or stochastic trigger, the movement will be continuously, no matter of the Triggers state after it has once shot the event. If you trigger it with a normal Trigger, the movement continues until it is untriggered by leaving the Triggers collision cylinder.
Other things nice to know:
- When the LoopMover reaches a key frame, the Event given by LoopMover->Events->Event is shot.
- Mover->StayOpenTime seems to be ignored.
- It is very useful for simulating agitated water (with a sheet mover using a water texture, at different heights) or any other continuous movement.
This is at least one kind of mover that does not use keyframes. It is not meant to move, and I would imagine that if you gave it keyframes you would get some odd-looking results. Basically, the mover's rotation is updated on every Tick(). The mover's RotationRate property controls how it rotates on all axes.
- Lode's All About Movers Tutorial (http://www.planetunreal.com/lode/movers/movers.html: Link invalid at Mar 2015)
- Movers explained
Xian: UT Movers.