Viscera Cleanup Detail

Viscera Cleanup Detail

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Hardest thing you find about making maps.
Thought I'd strike up some conversation in here.
What's the hardest part you find about making a map? Anything about the process at all, be it the sound, lighting,kismet or even just thinking of an idea.

Personally, I find it hard to fill in all the small details, no offence to the devs, but there is very little in the way of small details to place about and bulk up the looks of a map (or at least it feels that way sometimes). We have a few bits, pipes,wires,tables etc, but sometimes I feel quite stuck and the improvisation can be hard sometimes.

Side note:new map in the works finally, hurray for the lockdown.
Last edited by cannonf0dder; 17 Apr, 2020 @ 2:11pm
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Showing 1-15 of 20 comments
A JANITOR 99 17 Apr, 2020 @ 3:17pm 
getting kismet to do what ya want it to do
ie
ya try n make a bucket trolley and end up acidentally making a vacuum cleaner
make a flying sentry gun into a drone that flies around the map and discover that devs made the turret base into bugless flying object but forgot to give the gun thats on it no collision and or didn't tick the hard attach box n gun touch something n gun goes way outside map n is still attached to the base n still trying to shoot ya from outside the map
fortunately there an option to give turret no gun then put one of my guns on it
for now my drone drops live orb grenades on players when it flies over em

map layouts get painful n complex sometimes
fixing multiplayer bugs
not much info on how to use laser trace for a laser gun/make ya own welder beam etc
same with some of the new kismet actions that kinda were in the level creation guide

not having a vehicle ai to add vehicles is a real bummer
rooks keep alien bot and monster ai and broken janitor cleaning ai so can make npc's is wishful thinking
hanging lights=cord/chain
hanging cages=put dangling chain on one of those cage's a dungeon would be nice
build so hit those with anything its swinging around=nice atmosphere

general limitations of the engine however workarounds outway those

not enough alien bodies and animals like rats foxes vultures spiders
alien grey
mutant pink blob monster that can absorb its victims
reptilians
alien rooks keep characters

human bodies
cops
soldiers
Knights from rooks keep

source code for weapons so could code our own guns

debris objects
maggots
cockroach
spiders
blowfly
spiderweb
animals
fish
the body that belongs to the tentacles???
1 whole great white shark body
weeds that bite back
pillows with several pillow case material dirty clean rooks keep
Xmas etc

reatachable dead deer head in hoh
a witches Calderon as new bucket

ability to apply invis material to a modded bucket hide the damn bucket handle
ability to texture the trunk lid on custom trunks so one can make Santa's sack and pirates treasure chests
ability to hide the trunk lid on said custom trunk

janitor tools
green brush for cleaning skidmark in toilet n flush to make water clean like hoh toilet
skidmark decal that be cleaned by the toilet brush
make janitor restock toilet paper in bathroom=same as medkits
lightning gun for lightning scars
fire torches

a headlamp on ones hardhat my flashlight mod is ever so popular and is very enjoyable not having to put lanterns everywhere

meshes
household objects and appliances
computer mouse=could look like a mouse
guns n knives that works
medievil meshes=the Rooks keep ones
a fridge with interior and seperate door so can put stuff in the fridge
washing machine with seperate door and a washing drum
clothes dryer with seperate door and drum
Worm screws
pipe valve same as the one on the pipe mesh=use the valve as a mover

materials
seemless grunge textures more rusty metal
alternative robot map static mesh material with that lobby reflection home
the reflection is very annoying n take forever to make new material for those
on and off materials for all of the light fitting meshes

emitters
lightning
clouds
rain
snow
different colours of fire
flowing water from sewer pipe exit=clean water for kitchen tap n dirty water for sewer water n blood for blood water
flies on corpse tick box to add flies to corpse
sounds
flies on corpse tick box to add flies to body parts etc
janitor footsteps in water on metal on sand on grass on crunchy leaves on creaky floorboards for the janitor to add to atmosphere of maps

for anything else=not really its easy to make and edit your own sounds

Kismet
a node that makes machine dispense

the i wish list is too long but The more maps ya make the more that becomes available and can combine and conjure up something in Kismet to make new contraptions is getting really easy now n can copy map segment to faster build another map

it would feel good if the janitor could use the microwave oven to cook stuff/metal not a good idea=put TNT in microwave for 3 minutes on high and go mental n break the glass windows with pretty much anything except the mop n soft things u know

i can make a microwave that melts stuff but that welder melt action on debris node has a problem with bsp and static mesh when static and dynamic decals is disabled its invisible soot stains n its hard to contain them as soot jump outside sometimes

would be nice if welder melt action was implemented into the default Incinerator it looks awesome when objects melt and break down into burnt objects before they vanish in the fire

dunno the usual stuff that is sad or annoying or wish was available




Last edited by A JANITOR; 17 Apr, 2020 @ 3:43pm
cannonf0dder 33 17 Apr, 2020 @ 3:38pm 
Y'know for the amount of time you've spent in kismet I'm very surprised you haven't gotten it down to a fine art yet :steammocking:

Layouts I agree can be a pain, I've started using grid paper to plan it out, so each square in paper is a 256x256 grid in the editor, helps a lot with a little forward planning and makes sure you can loop back on yourself with a good amount of precision.

Materials are a mystery to me too, I've actually began ( a little while back) to take note of what all the material functions do so I can setup a few base mats and then use them to make constants by changing a few vectors and textures, works out quite nice if you want a shiny metal base that you can use for almost any metal texture you want to add in. Still a bit of a learning curve though

Emitters are the same, I'm also getting used to cascade so my new map has an asteroid field, fully made using an emitter to throw rocks out at random speeds,location,rotations, rotating in flight etc...another big learning curve, possibly harder than the materials.
A JANITOR 99 17 Apr, 2020 @ 4:00pm 
yeah its like that
still can't get my head around cascade lol
materials are easy to make new ones like glass n stuff from other materials as can copy it like kismet n change it n is great for new water texture
but from scratch is mysterious n so is moving textures but can do that
conveyer belt or car tyre make a rotation so don't have to make 60 wheel meshes turn
phone photos make good texture too like take pics of shiny metal
then only have to add shine to it when import texture

found a way to copy anything in content browser via editor bug(temporary uncook cooked content bug)
copy n renamed upk file fully load it save it then all content browser options available
can export n copy stuff but it corrupt the upk file so have to delete it after ya copy n export stuff
so for textures copy to udk file n export from udk file as can't export from upk file
export mesh as fbx from upk file
very useful like if want to add sockets to a copied skeletal mesh so can give bodies weapons lights n stuff
export paper note texture as tga file n write on the note in paint.net and import texture then use that material on your paper notes archetypes to bypass note archetypes n it can have photos on notes too without using /n or string theory n can use fancy fonts that VCD doesn't support
export PDA screen texture n write on that too to bypass the txt setup settings n can put pictures on the PDA with txt
write on a gravestone texture thats cool too
growing things that can be picked/harvested and used is loads of fun
change collision nodes can toggle every single volume n any debris objects on/off so can pause dynamite so it can't move bore be set-off until you want it to become movable again
landmines lol
can do with core sample teleporter inside incinerator=invincible destination portal n add multiple teleporters to link to exit portal
so with dynamite rocks and a TNT plunger one can plant TNT on a cave wall or pile of rocks
then use plunger to blow a hole in the wall n the rocks go flying clearing the blockage etc


anything that gives more interactive experience is a must add esp disposal and new ways to clean the mop

its really funny if give janitor 6 mops n 12 brooms lol n yeah janitor can use both the space and shadow warrior mop as default inventory but try not to wig out the stuff on the janitors back:)




might try n make a rocket launcher and a grenade launcher today=mod my Santa's Shotgun mod into new guns=can walk around map n shoot things with a gun that works
it even drop spent shell casings
no bullet holes as trace action no information about it:(
so might experiment with laser trace to at least make a laser gun
so janitor can walk around with a working death ray gun
janitor drink vial of mojo and get powerup when hands are visible press left mouse to fire plasma ball or fireballs that melts objects n spread fire like welder does
so bioshock style gene tonics for the janitor to use
might give janitor throwable live grenades and lit throwable Molotov too
lots of fun n i can't wait till i can kill player two with those and use a sword and an evil science needles on em

if only janitor could play as grim reaper i know how to give janitor the touch of death so janitor can touch other players n they die
ie
pile of ash in sand pile
can melt buckets n bins n all janitor tools if blow up janitor with TNT damage
or maybe turn em into a dead frog with a magic wand etc=i can make Stargate staff weapon work:)
give janitor phycic Powers like levitation n can literally use the force so to say:)
killing player 2 with a sword works too so might give janitor an axe=heres Jhonny
janitor can also wear Jason's mask
that flashlight script is useful so use the devs get transform node to replace my get location n rotation node n can give janitor anything ya want n Santa spawner a trigger n a volume n a gun emitter n path target points n interpactor weapons that works

security camera go pro works too n so does headlamp
Last edited by A JANITOR; 17 Apr, 2020 @ 4:34pm
A JANITOR 99 17 Apr, 2020 @ 4:39pm 
for me drawing anything on paper never works out i just wing it and it works out the way it forces you to work it out
different themes really set a maps destiny
fate n a leap of faith
anything thats skips the xyz maths is easy with matinee=i hate maths n how long is peice of string aproach is way faster=practical maths without the therory is fun:)
think of a contraption and an environment as the main interactive theme n build out from that

upside down frostbite towers make very convincing total recall alien ice reactor rods when the janitor can start the reactor:)
smoke n mirrors and to emulate the incinerator or the woodchipper one can drive a ride on lawnmower etc
rc lawnmower as drivable woodchipper that can cut grass too lol
k actor hovercraft + thrusters=the fan blades are sharp:)
thrusters + janitor + 2 flare emitters and a worker tank backpack=janitor jetpack
i left code for a trampoline on here somewhere too
flushing other players down the toilet into the sewers or into the ocean full of sharks is fun too n ya can flush yourself down the toilets as well as objects n clean the mop n if toilet water is dirty use hoh toilet so flush cleans the water for ya mop

my vacuum cleaner also drinks the blood off ya dirty mop=that thing is a blood thirsty n very hungry device with a stomach as it eats everything:)
attach interpactor vacuum cleaner to janitor=janitor use a portable vacuum cleaner=just like holding the sniffer but works same way as broom.exe pistol....oh wait cool swap shotgun for broom.exe pistol as new gun:)
attach dynamic physics volume to minecraft pickaxe to kill with it and dig with it=freeze and unfreeze debris object cubes via change collision and set physics nodes to play minecraft in vcd:)

those asteroids sound fun too perhaps one could play asteroids in vcd via gun on spacehip
damn wish janitor had option to wear a space helmet???
dynamite makes a good spaceship too=interpactor ship
ie
missile=giant mini rocket with no collision takes off but janitor in interpactor shuttle on side of it=janitor can ride the bomb to its target
attach security camera to mini ricket interpactor and spawn a real rocket=heat seekers/rocket cam=use security monitor to fire a missile=use invisible camera as projectile so can attach it to rocket:)


want bigger quantum bins
copy a bin from core sample n put in ya map
then create archetype from it and scale it up=can use it in the bin machines too
archetype will disappear but still works
same with mini rocket and special drop items n woodchipper

now i better go make that grenade launcher work before i write stuff all day:)
my shotgun works so any gun will work and so will meelee weapons=muhwaha
i wonder how much damage a bazooka will do:)

linas lair has the shotgun weapon template the rocket launcher is there and so is the security camera gun
use the death ray n run outside to see it call a meteor strike that blows up the helicopter
pickup the satelite beacon turns on satelite dish n shoots down a satelite that blows up the bin machines and the satelite beacon melts itself=spawn invisible tnt and destroy the interpactors/bin machine etc=kaboom with real explosion:)
try n kill player two with the death ray and the satelite beacon its funny and the death ray can recharge so you can use it again=i fixed the death ray:)
press z to activate santas shotgun mod while your hands are visible then pickup shotgun on the wall
left mouse shoots the shotgun:)
change weapons disable gun=will have to press z again and pick it up again as the picked up node on debris node wouldnt register santas shotgun debris object to fire the give gun to janitor sequence(devs new node i use on flashlight script)
turn flashlight mod into a gun that works mod:)
using other debris like tnt does work but for some reason dlc debris wont fire the event so might have to make a new shotgun from a mop then pick it up to give janitor the gun so can use portable pickups instead of fake gun on a wall as pickup
use toggle hidden to hide the debris gun then when change weapons it destroy debris gun and spawn a new debris gun on the player to make janitor drops the gun on the floor animation then pickup the gun to get gun again=emulate weapon pickups and emulate the gun to override janitors inventory
change weapon drops the gun/catana/axe/running lawn mower/working chainsaw etc and spawns a new debris object=named variable to get debris class or archetype as target on obj var:)instigator
attach an interpolating trigger to ya gun so invisible hands can fire the gun with left mouse=use ya hands shoots the gun and 2 change collision nodes toggles gun bullet dynamic physics volume(kill volume) to get interpactor bullet working as a projectile
force start pos in matinee for the bullet and change its collision when its inside and outside the gun
use santa spawner and interpolating path target point actor to spawn spent bullet casings
flashlight script takes 1 actor to attach to player so attach everything with hard attach code box to that actor/debris obj var in kismet
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2006000580
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2006000839
the shark is shooting the bullet shell that came out of my shotgun

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1685487609
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2001411782

this bit old but merge this with flashlight mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1440782331
instead of the light attach a gun n if ya want put the light on the gun and a laser with a trigger volume to make laser guided guns=laser detect players/objects n debris
Last edited by A JANITOR; 17 Apr, 2020 @ 6:01pm
BlackEagle  [developer] 17 Apr, 2020 @ 10:53pm 
Aye. A lack of more decorative elements is something I notice when I start adding all the physics objects to a level. So much blank space.

It would be nice if we could add more detail and dimension to many of the spaces the player finds themselves in, but it's one of those things. To do it properly required lots of time, which would have resulted in VCD updates and additions taking much longer than they already did, and VCD's success hinged on regular updates.
Everything's a compromise. In the future we'd like to take the time to do things justice, and not worry too much about the time constraint.

Even so, because there are always so many elements one can embellish upon(especially looking back), it's easy to get sucked into that trap. The trap of "feature creep". It's a dangerous place for any studio, especially one with just 3 people. :P
Last edited by BlackEagle; 17 Apr, 2020 @ 10:54pm
timothy 18 Apr, 2020 @ 1:12am 
Lighting, that damn lighting. shudders

Even though I do not have any maps currently uploaded on the workshop, I have been attempting to make maps for the past year or two. Having had many project pass by, I can say that many of them were discontinued due to me giving up with the lighting.

Within all my attempts, I can say that lighting is the most difficult thing to master (so-far). I find it excruciatingly difficult to make lights feel natural within my levels. However, I finally believe I am getting the hang of it, as I'm quite happy with the lighting in my current level.

Don't have much time to work on it currently, but I am planning on having my level out in a month or two. Don't expect anything too amazing.
Last edited by timothy; 18 Apr, 2020 @ 1:12am
cannonf0dder 33 18 Apr, 2020 @ 1:15am 
Aye that's it, once I look around I'm like" that's a big space and I've already added x,y and z, oh well guess a couple crates to fill it". Like I said it wasn't a jibe at you guys or nothing, just a part of the process I have trouble with, normally ends up in me scouring the free assets sites.

@Timothy, lighting is a tough one yeah. I frequently get comments about my maps being too dark. Finding a good natural spot to place them is def the hardest part of it. The settings despite what said above, is fine once you've got a couple of settings perfected, you can stick to those and just tweak the colours where necessary.
Last edited by cannonf0dder; 18 Apr, 2020 @ 1:21am
A JANITOR 99 18 Apr, 2020 @ 2:32am 
yeah like that
sometimes i find that its easier to copy a few lights from some of the vanilla maps and adjust
the brightness and colour abit n have a lightmass importance volume in your level!!!
its also hard to find free models that work too
time bis definitely the enemy as well as the motivation to open the editor n spend a day or two on it
to make some decent progress
slow n steady wins the race:)
Last edited by A JANITOR; 18 Apr, 2020 @ 2:34am
A JANITOR 99 21 Apr, 2020 @ 2:02pm 
found this and it looks very helpful so far:)
https://www.chrisalbeluhn.com/tutorials
this a good one too
https://docs.unrealengine.com/udk/Three/UsingKActors.html
finally dangly swinging lights:)
Last edited by A JANITOR; 21 Apr, 2020 @ 2:09pm
cannonf0dder 33 21 Apr, 2020 @ 2:25pm 
Originally posted by A JANITOR:
found this and it looks very helpful so far:)
https://www.chrisalbeluhn.com/tutorials
this a good one too
https://docs.unrealengine.com/udk/Three/UsingKActors.html
finally dangly swinging lights:)

Don't wanna burst a bubble here, but I already did the swinging lights things. Had to take them out for one simple reason, They would react to the player bumping them and weapons, but if any debris actor touched them there was no impulse applied and it blocked the debris. Very finicky over what touched it, tried a whole bunch of collison settings too.
I didn't do lights, but it was hanging chains. If I had obs setup I could post a vid on my channel, but still not re-installed stuff like that since the HDD got wiped.
I do however have proper cloth in my next map, it was breakable ( and looked awesome when it broke ) but if the player or debris got tangled up in it the framerate tanked to 1 frame per minute, so they're unbreakable for now, until I can optimize the settings\mesh a bit.
Last edited by cannonf0dder; 21 Apr, 2020 @ 2:26pm
A JANITOR 99 21 Apr, 2020 @ 2:42pm 
i found a different method using rb hinge actors and kactors works like shadow warrior doors but swings in a circle
hit with mop or a bucket and it moves
swing mop at it n it moves more
just tinker with the contraint settings so light doesn't get stuck inside the ceiling when ya hit it with ya mop shovel broom hit with debris objects or shoot it with the welder:)

i just made a swinging light just now n also got my light on the ceiling in my elevator to move with the lift:)
could put a swinging light inside the elevator if i wanted to as it works on moving objects too:)
interpolating physics on ya hinge actor then attach it to a mover/interpactor etc

that light tutorial was like erm too long n technical so k actors solved that problem much easier:)

k actor fall through floor
put static mesh in map n convert the mesh to rigid body actor
that fix kactor collision bug
for some reason adding rigid body from content browser wont give object collision

so with a chain one can use more hing actors on each link if want to join the chain links to make it bend like a chain=havnt tried it yet but should work
if not splineloft actor movable should make a nice bendy chain when attach it to the moving end and the other end to non moving end
just an idea in therory that should work when playing with hinge actors

i probably end up making a teather ball but i wonder what will happen if ya add a thruster to the ball n make janitor attach to the ball when he grabs the trigger thats attached to the ball
perhaps janitor can be the ball on the teather like teathered jetpack
if that works n if have a space helmet mesh ya can make janitor wear a space helmet then make janitor teather themself to the ship then open the airlock n get sucked out n go for a spacewalk
flashlight mod kismet will help with setting up a togglable teather for the janitor
just an idea n can use janitor jetpack (a worker tank and 2 emitters + thrusters and key button pressed nodes n some kismet n ya can make the janitor fly around the map=possible hovercraft too if it works when its not attached to the player but play have option to base on the object so one can ride the bomb so to say)
Last edited by A JANITOR; 21 Apr, 2020 @ 3:22pm
cannonf0dder 33 21 Apr, 2020 @ 4:15pm 
Oh doing hinges works fine, did that on my funhouse map (the swinging bag room). Careful though, using it too much began to start tanking frame rates.
A JANITOR 99 21 Apr, 2020 @ 5:14pm 
aha "BINGO".... well actually Bin-Go:)
actor classes list in content browser
create archetype from a bin
group-Factory
name= Hanglight
open hanglight archetype properties
mesh=StaticMesh'Env_Sewer_01.Meshes.decor.S_Env_Sew_Light_01'
drawscale=2.000000
make that before ya paste this code
if object is null replace null object with your new bin-light object
copy this code into map=use paste here option

Begin Map Begin Level Begin Actor Class=StaticMeshActor Name=StaticMeshActor_21 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_10 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0' StaticMesh=StaticMesh'Env_Sewer_01.Meshes.decor.S_Env_Sew_DecoPipe_01' VertexPositionVersionNumber=1 ReplacementPrimitive=None bAllowApproximateOcclusion=True bForceDirectLightMap=True bUsePrecomputedShadows=True LightingChannels=(bInitialized=True,Static=True) Name="StaticMeshComponent_10" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0' End Object StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_10' Components(0)=StaticMeshComponent'StaticMeshComponent_10' Location=(X=831.750061,Y=2629.918701,Z=93.376747) Rotation=(Pitch=-16384,Yaw=0,Roll=0) DrawScale3D=(X=0.910308,Y=0.240338,Z=0.240338) Tag="StaticMeshActor" CollisionComponent=StaticMeshComponent'StaticMeshComponent_10' Name="StaticMeshActor_21" ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor' End Actor Begin Actor Class=RB_HingeActor Name=RB_HingeActor_0 Archetype=RB_HingeActor'Engine.Default__RB_HingeActor' Begin Object Class=RB_HingeSetup Name=RB_HingeSetup_0 Archetype=RB_HingeSetup'Engine.Default__RB_HingeActor:MyHingeSetup' Pos1=(X=0.005781,Y=0.007820,Z=1.124618) Pos2=(X=16.643890,Y=52.608921,Z=1.639384) bTwistLimited=True bSwingLimitSoft=True Swing1LimitAngle=30.000000 Swing2LimitAngle=30.000000 SwingLimitStiffness=1.000000 SwingLimitDamping=1.000000 Name="RB_HingeSetup_0" ObjectArchetype=RB_HingeSetup'Engine.Default__RB_HingeActor:MyHingeSetup' End Object Begin Object Class=RB_ConstraintInstance Name=RB_ConstraintInstance_0 Archetype=RB_ConstraintInstance'Engine.Default__RB_HingeActor:MyConstraintInstance' bLinearXPositionDrive=True bLinearXVelocityDrive=True bLinearYPositionDrive=True bLinearYVelocityDrive=True bLinearZPositionDrive=True bLinearZVelocityDrive=True LinearDriveForceLimit=1.000000 Name="RB_ConstraintInstance_0" ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_HingeActor:MyConstraintInstance' End Object Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_1824 Archetype=SpriteComponent'Engine.Default__RB_HingeActor:Sprite' Sprite=Texture2D'EditorResources.S_KHinge' SpriteCategoryName="Physics" ReplacementPrimitive=None HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False LightingChannels=(bInitialized=True,Dynamic=True) Name="SpriteComponent_1824" ObjectArchetype=SpriteComponent'Engine.Default__RB_HingeActor:Sprite' End Object Begin Object Class=RB_ConstraintDrawComponent Name=MyConDrawComponent ObjName=RB_ConstraintDrawComponent_24 Archetype=RB_ConstraintDrawComponent'Engine.Default__RB_HingeActor:MyConDrawComponent' ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Name="RB_ConstraintDrawComponent_24" ObjectArchetype=RB_ConstraintDrawComponent'Engine.Default__RB_HingeActor:MyConDrawComponent' End Object Begin Object Class=ArrowComponent Name=ArrowComponent0 ObjName=ArrowComponent_1378 Archetype=ArrowComponent'Engine.Default__RB_HingeActor:ArrowComponent0' ArrowColor=(B=64,G=64,R=255,A=255) bTreatAsASprite=True SpriteCategoryName="Physics" ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Name="ArrowComponent_1378" ObjectArchetype=ArrowComponent'Engine.Default__RB_HingeActor:ArrowComponent0' End Object ConstraintActor1=VCBin'VCBin_2' ConstraintSetup=RB_HingeSetup'RB_HingeSetup_0' ConstraintInstance=RB_ConstraintInstance'RB_ConstraintInstance_0' Components(0)=SpriteComponent'SpriteComponent_1824' Components(1)=RB_ConstraintDrawComponent'RB_ConstraintDrawComponent_24' Components(2)=ArrowComponent'ArrowComponent_1378' Location=(X=832.194580,Y=2630.446045,Z=81.969208) bHardAttach=True Tag="RB_HingeActor" RelativeLocation=(X=0.480591,Y=0.171875,Z=46.307274) Name="RB_HingeActor_0" ObjectArchetype=RB_HingeActor'Engine.Default__RB_HingeActor' End Actor Begin Actor Class=KActor Name=KActor_1 Archetype=KActor'Engine.Default__KActor' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=DynamicLightEnvironmentComponent_3899 Archetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment' Name="DynamicLightEnvironmentComponent_3899" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_8 Archetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0' StaticMesh=StaticMesh'Env_Santa_01.Meshes.S_Env_Cable_A_01' WireframeColor=(B=128,G=255,R=0,A=255) Materials(0)=Material'Env_Santa_01.Materials.M_SR_Carpet' ShadowParent=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3899' RBChannel=RBCC_GameplayPhysics CollideActors=False BlockRigidBody=False bBlockFootPlacement=False LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True,BlockingVolume=True) Name="StaticMeshComponent_8" ObjectArchetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0' End Object StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_8' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3899' Components(0)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3899' Components(1)=StaticMeshComponent'StaticMeshComponent_8' Location=(X=831.775208,Y=2629.971436,Z=32.586529) DrawScale3D=(X=1.000000,Y=1.000000,Z=0.441211) CollisionType=COLLIDE_NoCollision Base=VCBin'VCBin_2' bHardAttach=True BlockRigidBody=False bCollideActors=False bBlockActors=False Tag="KActor" RelativeLocation=(X=-0.130310,Y=-0.083740,Z=6.848213) CollisionComponent=StaticMeshComponent'StaticMeshComponent_8' Name="KActor_1" ObjectArchetype=KActor'Engine.Default__KActor' End Actor Begin Actor Class=KActor Name=KActor_2 Archetype=KActor'Engine.Default__KActor' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=DynamicLightEnvironmentComponent_3900 Archetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment' Name="DynamicLightEnvironmentComponent_3900" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_13 Archetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0' StaticMesh=StaticMesh'EngineVolumetrics.lightbeam.Mesh.S_EV_SimpleLightBeam_03' WireframeColor=(B=128,G=255,R=0,A=255) ShadowParent=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3900' RBChannel=RBCC_GameplayPhysics CollideActors=False BlockRigidBody=False bBlockFootPlacement=False LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True,BlockingVolume=True) Name="StaticMeshComponent_13" ObjectArchetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0' End Object StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_13' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3900' Components(0)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_3900' Components(1)=StaticMeshComponent'StaticMeshComponent_13' Location=(X=831.725525,Y=2628.874268,Z=28.613544) DrawScale3D=(X=0.678653,Y=0.678653,Z=0.678653) CollisionType=COLLIDE_NoCollision Base=VCBin'VCBin_2' bHardAttach=True BlockRigidBody=False bCollideActors=False bBlockActors=False Tag="KActor" RelativeLocation=(X=-0.179993,Y=-1.180908,Z=2.875229) CollisionComponent=StaticMeshComponent'StaticMeshComponent_13' Name="KActor_2" ObjectArchetype=KActor'Engine.Default__KActor' End Actor Begin Actor Class=PointLightMovable Name=PointLightMovable_0 Archetype=PointLightMovable'Engine.Default__PointLightMovable' Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius0 ObjName=DrawLightRadiusComponent_0 Archetype=DrawLightRadiusComponent'Engine.Default__PointLightMovable:DrawLightRadius0' SphereRadius=233.826874 ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Name="DrawLightRadiusComponent_0" ObjectArchetype=DrawLightRadiusComponent'Engine.Default__PointLightMovable:DrawLightRadius0' End Object Begin Object Class=DrawLightRadiusComponent Name=DrawLightSourceRadius0 ObjName=DrawLightRadiusComponent_1 Archetype=DrawLightRadiusComponent'Engine.Default__PointLightMovable:DrawLightSourceRadius0' SphereColor=(B=0,G=239,R=231,A=255) SphereRadius=32.000000 ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Name="DrawLightRadiusComponent_1" ObjectArchetype=DrawLightRadiusComponent'Engine.Default__PointLightMovable:DrawLightSourceRadius0' End Object Begin Object Class=PointLightComponent Name=PointLightComponent0 ObjName=PointLightComponent_85 Archetype=PointLightComponent'Engine.Default__PointLightMovable:PointLightComponent0' Radius=233.826874 CachedParentToWorld=(XPlane=(W=0.000000,X=0.300000,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000000,Y=0.300000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=0.300000),WPlane=(W=1.000000,X=832.278015,Y=2630.134766,Z=39.958885)) PreviewLightRadius=DrawLightRadiusComponent'DrawLightRadiusComponent_0' LightmassSettings=(LightSourceRadius=32.000000) PreviewLightSourceRadius=DrawLightRadiusComponent'DrawLightRadiusComponent_1' LightGuid=(A=615982940,B=1181052000,C=-129690735,D=-621462935) LightmapGuid=(A=-1412043841,B=1285598691,C=-1410842742,D=-558199986) Brightness=0.400000 LightColor=(B=173,G=209,R=255,A=0) bPrecomputedLightingIsValid=False LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING Name="PointLightComponent_85" ObjectArchetype=PointLightComponent'Engine.Default__PointLightMovable:PointLightComponent0' End Object Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_1821 Archetype=SpriteComponent'Engine.Default__PointLightMovable:Sprite' Sprite=Texture2D'EditorResources.LightIcons.Light_Point_Moveable_DynamicsAndStatics' SpriteCategoryName="Lighting" ReplacementPrimitive=None HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False LightingChannels=(bInitialized=True,Dynamic=True) Scale=0.250000 Name="SpriteComponent_1821" ObjectArchetype=SpriteComponent'Engine.Default__PointLightMovable:Sprite' End Object LightComponent=PointLightComponent'PointLightComponent_85' Components(0)=SpriteComponent'SpriteComponent_1821' Components(1)=DrawLightRadiusComponent'DrawLightRadiusComponent_0' Components(2)=DrawLightRadiusComponent'DrawLightRadiusComponent_1' Components(3)=PointLightComponent'PointLightComponent_85' Location=(X=832.278015,Y=2630.134766,Z=39.958885) DrawScale=0.300000 Base=VCBin'VCBin_2' Tag="PointLightMovable" RelativeLocation=(X=0.372498,Y=0.079590,Z=14.220570) Name="PointLightMovable_0" ObjectArchetype=PointLightMovable'Engine.Default__PointLightMovable' End Actor Begin Actor Class=VCBin Name=VCBin_2 Archetype=VCBin'A_Jail.Factory.Hanglight' Begin Object Class=DynamicLightEnvironmentComponent Name=DebrisLightEnvironmentComp ObjName=DynamicLightEnvironmentComponent_14896 Archetype=DynamicLightEnvironmentComponent'A_Jail.Factory.Hanglight:DebrisLightEnvironmentComp' MinTimeBetweenFullUpdates=0.300000 Name="DynamicLightEnvironmentComponent_14896" ObjectArchetype=DynamicLightEnvironmentComponent'DebrisLightEnvironmentComp' End Object Begin Object Class=VCGibStaticMeshComponent Name=StaticMeshComp0 ObjName=VCGibStaticMeshComponent_4853 Archetype=VCGibStaticMeshComponent'A_Jail.Factory.Hanglight:StaticMeshComp0' StaticMesh=StaticMesh'Env_Sewer_01.Meshes.decor.S_Env_Sew_Light_01' ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_14896' MaxDrawDistance=4000.000000 CachedMaxDrawDistance=4000.000000 RBChannel=RBCC_GameplayPhysics CastShadow=True bCastDynamicShadow=True BlockActors=True LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(GameplayPhysics=True,EffectPhysics=True,Untitled2=False) Scale=1.250000 Name="VCGibStaticMeshComponent_4853" ObjectArchetype=VCGibStaticMeshComponent'StaticMeshComp0' End Object Begin Object Class=RB_Handle Name=RB_Handle0 ObjName=RB_Handle_7037 Archetype=RB_Handle'A_Jail.Factory.Hanglight:RB_Handle0' LinearDamping=1.000000 LinearStiffness=40.000000 AngularDamping=1.000000 AngularStiffness=30.000000 Name="RB_Handle_7037" ObjectArchetype=RB_Handle'RB_Handle0' End Object Mesh=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' StatMesh=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' MyLightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_14896' PhysicsGrabber=RB_Handle'RB_Handle_7037' Components(0)=RB_Handle'RB_Handle_7037' Components(1)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_14896' Components(2)=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' Location=(X=831.905518,Y=2630.055176,Z=25.738316) DrawScale=2.000000 Tag="VCBin" Attached(0)=KActor'KActor_2' Attached(1)=KActor'KActor_1' Attached(2)=PointLightMovable'PointLightMovable_0' CollisionComponent=VCGibStaticMeshComponent'VCGibStaticMeshComponent_4853' Name="VCBin_2" ObjectArchetype=VCBin'Hanglight' End Actor End Level Begin Surface End Surface End Map
since it let me play teather ball by using a bucket why not a modded bin
hit it with mop or debris and it moves nice n can attach multiple kactors and lights to the debris actor that is attached to the rb hinge actor

only works on actor classes list factory debris archetype
tried a filing cabinet but it wouldn't attach to the hinge actor
make a new bin n use filing cabinet mesh then can attach a filing cabinet/any mesh you want to swing
ie=
swinging platform
swinging dungeon cage
swinging lights
Last edited by A JANITOR; 21 Apr, 2020 @ 10:02pm
A JANITOR 99 21 Apr, 2020 @ 9:07pm 
can use that to make a kinetic pendulum like those balls it hits one end and the ball on the other end moves away comes back n makes the ball that 1st hit the others move away
looks cool if make one out of 5 of those n use a bucket as the debris actor
cool thing about it ya can change the impact sounds etc

one can also grab the object and carry it but it is tethered to a rope=janitor do a tarzan n swing from said light fitting/vine/crane cable hook perhaps=try it over a gap run jump and grab the object n see what happens=maybe debris break off or it stay attached n janitor can swing from it like tarzan from a vine:)
hit with mop hit with debris objects
grab n hold teathered debris object with hands

so i made a swinging light out of a bin and it lets you attach kactors and movable lights to it n i t lets you attach debris bin object to the hinge actor=play tether ball
attach multiple kactors to debris object so they move with the debris when ya touch it with stuff
kinda cool that it lets ya pick it up n hold it too n let it go n it swings around
Last edited by A JANITOR; 21 Apr, 2020 @ 9:56pm
cannonf0dder 33 23 Apr, 2020 @ 12:44am 
One of them desk pendulum things would be cool, couldn't think of a practical use tho.. hmmm
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