Special Effects
UnrealED2 Tutorials by EZkeel
 

Falling Girders



Email :EZkeel
Accompanied files : Girders.UNR

Tutorials you will need to have read are: Movers

For this effect a similar method will be used as the exploding wall, so you may want to refer to that too. You may have to fiddle with this to get it to look just right, but the principle is sound. Explosions and other special effects can also be added to improve the feel of the event.

1) First create a room say 1024 x 1024 x 1024 in size.

2) Now, you need to create a long bar to look like your girder. Intersect it and place it as a mover on the ceiling of your room.

3) Now we need to tell the mover how to act. Bring up its properties and open out the “mover” property. In the “Movetime” field change it to .3 so that the girder will drop very quickly.
Under the “Object” property pick the “Initial state” field and choose “Trigger Toggle”.
Now set its first key frame to 1, select a corner vertex of the mover that is touching the ceiling and rotate it so that one end is still on the ceiling and the other end is on the floor.
Now change the key frame to 2 and move the girder so that the edge that was on the ceiling is now on the floor and the other edge that was on the floor lift up just slightly.
Set the key frame to 3 and place the girder into its final fallen state. (Don’t forget to reset it back to keyfram0 when you’re finished).
Choose some suitable crashing sounds and place them in the mover sounds section (there are some good ones in "DoorsAnc”.
Also set the “Numkeys” field to 4 in the “Mover” properties.
Lastly set the mover’s tag to “Crash”. You will aslo need to set the mover to crush, or stop when encroached, depending on how much harm you want to do to your player. If you choose “stop” make sure you place a damage value in the “encroach damage” field.
It will also need to be set to "Move by time" too.

4) Lastly we need to add a trigger to drop our girder. (Note: We could set the mover to be “damage triggered” so that it moves when the player shoots at it, but this can be eratic depending on where the focal point is for your mover brush). From the actor class browser, choose trigger. (It must be the one that looks like a switch and not a camel’s head!) add the trigger on the floor a few steps behind where the girder will fall.

5) Now set the trigger’s btriggeronceonly field to true and set its event field to “Crash”. When your player walks over the trigger, your girder should drop from the ceiling in front of them.