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Unreal Scripted Sequences

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... tutorial creates a UseTrigger that plays a sound, opens a door, and turns on a ... Return to the Property window of the ScriptedSequence, expand the Events ... – PowerPoint PPT presentation

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Title: Unreal Scripted Sequences


1
Unreal Scripted Sequences
  • CIS 488/588
  • Bruce R. Maxim
  • UM-Dearborn

2
NPC Control
  • You can tell a bot to use a button to start a
    door pressing animation
  • Scripted sequences have an Actions list the
    controls their behavior under the AIScript
    category in their properties list
  • Action lists can have conditionals and loops
  • Actions can be latent (pause after executing) or
    non-latent (no delay before next action)

3
Using a Scripted Trigger - 1Tutorial 14.1
  • Use the map file Tutorial14_01_Start.ut2
  • This tutorial creates a UseTrigger that plays a
    sound, opens a door, and turns on a caution light
  • Open the Actor class browser, expand Triggers,
    and select UseTrigger
  • Add the UseTrigger in front of the door

4
Using a Scripted Trigger - 2Tutorial 14.1
  • Open the Actor class browser, expand
    KeyPointgtAIScriptgtScriptedSequence, and select
    ScriptedTrigger
  • Add the ScriptedTriggeer next to the UseTrigger
    in front of the door
  • Open the Properties window for the Use Trigger,
    expand th Events category, and type MultiTrigger
    as the value of Event property

5
Using a Scripted Trigger - 3Tutorial 14.1
  • Open the Properties window for the
    ScriptedTrigger, expand the AIScript, and enter
    the actions list
  • Rebuild the level, save, and test

6
ScriptedTrigger ActionsTutorial 14.1
7
Controlling a Pawn - 1Tutorial 14.2
  • Use map file Tutorial14_02_Start.ut2
  • The NPC will runs to the Player, beckons for the
    player to follow, and then opens the door
    (several PathNodes are already in the map)
  • Open Actor class browser, expand PawngtUnrealPawn,
    and select xPawn
  • Move the xPawn to the lower right of the level,
    near the PathNode, rotate the xPawn to face the
    PathNode

8
Controlling a Pawn - 2Tutorial 14.2
  • Open the Actor class browser, expand
    KeypointgtAIScript, and select ScriptedSequence
  • Place the ScriptedSequence next to xPawn
  • Open Properties window, expand the Events
    category, and set Tag to PawnController
  • Expand the AIScript category and set the
    ControllerClass property to ScriptedController

9
Controlling a Pawn - 3Tutorial 14.2
  • Open the xPawnProperties window, expand the AI
    category, and set AIScriptTag to PawnController
  • Open the Properties window of the
    ScriptedSequence, expand the AIScript category,
    and add the actions list
  • Rebuild the path, save, and test

10
Actions for ScriptedSequence 1Tutorial 14.2
11
Actions for ScriptedSequence 2Tutorial 14.2
12
Actions for ScriptedSequence 3Tutorial 14.2
13
Matinee ScriptedSequences Tutorial 14.3
  • I have not worked with matinee yet

14
Using if Conditions - 1 Tutorial 14.4
  • Use map file Tutorial14_04_Start.ut2
  • Well set up a scripted sequence to make the pawn
    run over to a PathNode to send a message to a
    triggered condition
  • Add a ScriptedSequence actor next to the existing
    Trigger
  • Open the Properties window, expand AIScript
    category, and set ControllerClass to
    ScriptedController

15
Actions for ScriptedSequenceTutorial 14.4
16
Actions for ScriptedSequenceTutorial 14.4
17
Using if Conditions 2Tutorial 14.4
  • Open the Property window for the xPawn, expand
    the AI category, and check the value of
    AIScriptTag (should be NPCScript)
  • Return to the Property window of the
    ScriptedSequence, expand the Events category, and
    set Tag ot NPCScript
  • Open the Actor class browser, expand
    TriggersgtTriggeredCondition, and select
    TriggeredCondition

18
Using if Conditions 3Tutorial 14.4
  • Place the TriggeredCondtion next to the Trigger
    and the ScriptedSequence
  • Open the Property window for the
    TriggeredCondition, expand the category
    TriggeredCondition, and set value of
    bTriggerContolled to True
  • Expand the events category and set the Tag
    property to IC_DoorControl

19
Using if Conditions 4Tutorial 14.4
  • UseTrigger in front of the second PathNode send
    the event TestConsole
  • Once the actions for the ScriptedTrigger are
    entered, rebuild the path, save, and test

20
Actions for ScriptedTriggerTutorial 14.4
21
Using Random Conditions - 1 Tutorial 14.5
  • Use map file Tutorial14_05_Start.ut2
  • Open the Actor class browser, expand Light, and
    select TriggerLight
  • Place this TriggerLIght near the corner light
  • Open the TriggerLight properties window, expand
    the LightColor category and set
  • LightBrightness to 200
  • LightHue to 150
  • LightSaturation to 150

22
Using Random Conditions - 2 Tutorial 14.5
  • Expand the Lighting category and set LightRadius
    to 10
  • Expand the Events category and set Tag to
    FlickerLight
  • Expand the Object category and set InitialState
    to TriggerToggle
  • Open the Actor class browser, expand
    KeyPointgtAIScriptgt and select ScriptedSequence

23
Actions for ScriptedSequence Tutorial 14.5
24
Using Random Conditions - 4 Tutorial 14.5
  • After entering the actions list in AIScript
    category, rebuild the level
  • Save and test it (trigger lights have not always
    worked for me)
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