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open the emitter properties type phys in the search bar and change the physics to interpolating
put a trigger on top of the fire/s
for each one in Kismet
put take damage trigger n untick player only
set damage class to mop
set the min damage to take as all 0s with a 1 at the end
set max damage the same
set retrigger value all 0s with a 1 at the end
set trigger to 0 instances
put an obj var as trigger instigator
delete the ambient fire sound its buggy and won't turn off
in Kismet put level loaded 1instance
put playsound and put incinerator idle as the sound
hook up level loaded to play on play sound and hook target on playsound to the emitter so fire sound plays from the emitter
hook take damage trigger up to a destroy node and hook the emitter var as target on the destroy node
when ya mop the fire and it goes out it destroys the emitter and should stop the fire sound from playing
if it doesn't stop the sound put a delay 1 second n hook the delay start to out on playsound n hook out on delay to stop on the play sound and hook out on the destroy node to stop on the play sound
for some reason sometimes you have to make it go to stop twice for it to stop a looping sound
also if ya save and load a save after ya put out the fires then the fires should be gone with no fire sound playing where the fires were
do that for each fire as workaround as ambient sound movable and ambient sound togglable won't turn off when moved destroyed or toggled off sounds still play
if the take damage trigger not working copy one from kismet in train to omnimart landmines kismet and paste in your maps kismet and remove the tnt shovel and welder classes from the node so it only the mop
add a bucket to the class list if ya want to put out fire by spilling bucket on em but it also detected empty bucket so maybe not
cannonfodder may have a more simple solution as also BlackEagle but that should work
n if ya want to put a dynamic physics volume on each fire if ya want janitor to die in fire
set a damage class put 100 as damage and tick box pain causing and put that volume as variable on destroy node so it not kill ya when the fire is out
and if ya want to light fires with the welder use a toggle instead of destroy node and turn off the fire and the volume in its properties n change take damage from mop to welder/dynamite or flares etc n get rid of level loaded n hook take damage to play the fire sound
hard to explain but easy once ya get 1 fire setup you can copy n paste the sequence to use on another fire n just assign the trigger the volume and the emitter vars to it to make it easier to setup/faster
to copy stuff in Kismet just hold left control alt n hold left mouse and drag red box over it till it goes yellow press ctrl + c to copy n press ctrl + v to paste in Kismet
saves time n ya won't have to do each node from scratch
i assume this is for the fires in stans family Christmas=nice map too:)
also anything that can be set to interpolating physics can be destroyed with destroy node and moved in matinee as a mover
also if you use change collision nodes you can toggle on/off every single volume in available in the editor
eg
incinerator volume=handy for your fires too if want to burn stuff in them
in Kismet incinerator volume touched
untick player only untick force overlap
delete the class and add a new one=class none=detects everything
tick use instigator and tick allow dead pawns
hook obj var to target on trigger
put playsound n use incinerator roar sound n put target as emitter so it play from the fire
when ya toss something in it
if the fire is not lit on level loaded
set incinerator volume collision to no collision and tick box collide actors box
with change collision nodes in Kismet put 2 of em
make one as no collision and the other one to touch all n tick box collide actors
you can use the change collision nodes to turn on and off any volume without using a toggle node
i use it as workaround when toggle wont turn a dynamic physics volume back on after its been turned off
may need a switch with 2 outputs 1 for each change collision node
then ya can make say a fire on top of the hoh oven so you can turn the oven on and off=
togglable incinerator
useful for water volume too
set water volume physics to interpolating
use matinee to move the water volume
turn water surface into a mover n use on same matinee
with change collision nodes you can empty and fill a pool of water as it also disable and enable being able or not able to clean ya mop in it=great for toilet when flush it n the water gone ya can't clean the nop until toilet fills up
can see how that works in waterworks and e1m2 map
note that 1 water surface in waterworks is invisible=this is water actor
i use 2 water surface to make dynamic water surface move n make waves etc with fluid surface actor as main water surface
if ya ever use sharks from the DLC its hard to find it in the dlc map with loads of actors everywhere
probably easier to copy sharks actors from pool of death 2
not sure if BlackEagle has added how to setup sharks in the guide yet or that satellite beam which is also fun to play with:)
fun stuff to play around with n has many uses too!
hopefully that book helps ya out with making some pretty cool fires along with a few other things if ya want to add those:)
cannonfodder knows how n its pretty funny if ya make janitor pee on fire to put it out too:)
Then i linked the sound to the Destroy action, but it doesn't work.
With a SimpleAmbientSound it say there's no node for such action and don't stop, with a ToggleableAmbientSound it won't start the sound no matter what, even when i set a OnLevelLoad/Autoplay.
First i tried the Postal fire as it's the one i was looking for, but in my case there's no way to make it work, the fire won't set off, so i goes for the easier one.
use a delay 1 second
hook up out on destroy node to stop on playsound
hook up stopped on playsound to in on the delay n hook out on delay to stop
on the playsound=stop once doesn't work so it has to stop twice to stop looping sounds
use level loaded 1 instance hook that up to play on the playsound
set target on playsound to fire emitter variable so it play sound from the fire
use incinerator idle soundcue as the fire sound in the playsound
with the fire emitter set its physics to interpolating
if you get that bug when ya press play n the audio doesn't work
turn on the real-time sound icon near the pie button n restart the editor=
goodbye annoying pop sound when ya press the pie button=audio won't bug out
That's what i was trying to use.
I tried with different audio actor, but that's the only one playing the sound, the toggleable don't start.
https://postimg.cc/QHrRhGmV
If i link the audio to the Toggle it give an error in the console.
I used a playsound instead of a sound actor, i placed a global LevelLoad to start all the sounds, then i linked all the single events to each pthers for every emitters.
On the first who i tried worked, the fire stes off and the sound stopped, now i'm trying to replicate for all the others.
Yep they work!
https://i.postimg.cc/KzYknQ3s/Kismet-ok.jpg
It's ok to have one LevelLoad linked to all the singles PlaySounds?
now go ingame start ya map put a fire out n save the game
leave n load the save to see vif that fire is out n not playing the sound when the other fires are
lit n still playing the sound
if it wigs out
using a savesystem node and a save volume might help fix it if not working
properly
looks like ya really simplified it n if its solid i might even use it with some of my stuff
So where i have to put the savesystem node?
try swapping the toggle node for a destroy node=target is the emitter=
(same variable on your toggle)
in the emitter properties set its physics to interpolating=then destroy node will destroy it when ya mop the decal
save n load again n that fire be gone with no sound but the other unmopped fires should still be lit with sound
if not set level loaded instances from 1 to 0 n try it out again=oh so very close:)
Cannonfodder might have a better idea as might BlackEagle???
The fact is that i completely lost a new one i was working from some time, a fully 3ds modeled one.
Hear me.
♥♥♥♥.
I should be able to retrieve Stans files by subscribing my map?
you can sub to your map to get it back just copy the maps files into folder outside the game
n copy them back into the game after unsubscribe deletes it
then ya can edit n update it!
freezer hack might work on dead hdd or gentle bash on the floor n plug it back in n it might
work unless its just a borked windows startup or completely dead
I asked a reference for a recovery, and they asked me around 600€, another place said clearly "if it isn't detected in the bios it's dead, you can try to send to recovery, but there's very lttle chanche you can recover anything, and prices goes from 400" up to 900€"
It was my main disk and i had my work folder on the desktop
Usually i make backup, this time i was too late.
game is on my HDD n windows is on my SSD
thanks for the reminder to backup my desktop uploader copy:)
at least you can get the maps you have on workshop back!
gah thats expensive= ide gently bash it to complete death n might get lucky if it
decide to turn on lol