Viscera Cleanup Detail

Viscera Cleanup Detail

Stage Fright
A JANITOR 20 Jun, 2020 @ 4:51pm
A Door
in corner of incinerator room is a door
delete the door its control panels and the dinosoar head
copy n paste this txt in ya map to replace the door with this door
Begin Map Begin Level Begin Actor Class=InterpActor Name=InterpActor_0 Archetype=InterpActor'Engine.Default__InterpActor' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=DynamicLightEnvironmentComponent_4259 Archetype=DynamicLightEnvironmentComponent'Engine.Default__InterpActor:MyLightEnvironment' Name="DynamicLightEnvironmentComponent_4259" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__InterpActor:MyLightEnvironment' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_3 Archetype=StaticMeshComponent'Engine.Default__InterpActor:StaticMeshComponent0' StaticMesh=StaticMesh'Env_Admin_01.Meshes.S_Env_Admin_Door_A_01' WireframeColor=(B=255,G=0,R=255,A=255) ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_4259' CastShadow=False LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(Default=True,BlockingVolume=True) Name="StaticMeshComponent_3" ObjectArchetype=StaticMeshComponent'Engine.Default__InterpActor:StaticMeshComponent0' End Object bStopOnEncroach=False OpenSound=SoundCue'GP_Horror01.Sounds.A_GP_Hor_Door_Open01_Cue' CloseSound=SoundCue'GP_Horror01.Sounds.A_GP_Hor_Door_Closing01_Cue' ClosedSound=SoundCue'GP_Horror01.Sounds.A_GP_Hor_Door_Close01_Cue' StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_3' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_4259' Components(0)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_4259' Components(1)=StaticMeshComponent'StaticMeshComponent_3' Location=(X=2905.333740,Y=1413.121704,Z=99.922142) DrawScale3D=(X=0.556861,Y=0.556861,Z=0.820334) CollisionType=COLLIDE_BlockAll BlockRigidBody=True bCollideActors=True bBlockActors=True Tag="VCMover" Attached(0)=Trigger'Trigger_0' Attached(1)=InterpActor'InterpActor_1' CollisionComponent=StaticMeshComponent'StaticMeshComponent_3' Name="InterpActor_0" ObjectArchetype=InterpActor'Engine.Default__InterpActor' End Actor Begin Actor Class=Trigger Name=Trigger_0 Archetype=Trigger'Engine.Default__Trigger' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CylinderComponent_1575 Archetype=CylinderComponent'Engine.Default__Trigger:CollisionCylinder' CollisionHeight=20.000000 CollisionRadius=25.000000 bAlwaysRenderIfSelected=True ReplacementPrimitive=None CollideActors=True LightingChannels=(bInitialized=True,Dynamic=True) Name="CylinderComponent_1575" ObjectArchetype=CylinderComponent'Engine.Default__Trigger:CollisionCylinder' End Object Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_1706 Archetype=SpriteComponent'Engine.Default__Trigger:Sprite' Sprite=Texture2D'EditorResources.S_Trigger' SpriteCategoryName="Triggers" ReplacementPrimitive=None AlwaysLoadOnClient=False AlwaysLoadOnServer=False LightingChannels=(bInitialized=True,Dynamic=True) Name="SpriteComponent_1706" ObjectArchetype=SpriteComponent'Engine.Default__Trigger:Sprite' End Object CylinderComponent=CylinderComponent'CylinderComponent_1575' Components(0)=SpriteComponent'SpriteComponent_1706' Components(1)=CylinderComponent'CylinderComponent_1575' Location=(X=2931.639404,Y=1411.920288,Z=107.130241) DrawScale=0.300000 Physics=PHYS_Interpolating Base=InterpActor'InterpActor_0' bHardAttach=True Tag="Trigger" RelativeLocation=(X=26.305664,Y=-1.201416,Z=7.208099) CollisionComponent=CylinderComponent'CylinderComponent_1575' Name="Trigger_0" ObjectArchetype=Trigger'Engine.Default__Trigger' End Actor Begin Actor Class=InterpActor Name=InterpActor_1 Archetype=InterpActor'Engine.Default__InterpActor' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=DynamicLightEnvironmentComponent_18365 Archetype=DynamicLightEnvironmentComponent'Engine.Default__InterpActor:MyLightEnvironment' Name="DynamicLightEnvironmentComponent_18365" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__InterpActor:MyLightEnvironment' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_10 Archetype=StaticMeshComponent'Engine.Default__InterpActor:StaticMeshComponent0' StaticMesh=StaticMesh'Env_Small_01.Meshes.trim.S_Env_Small_Beam_01' WireframeColor=(B=255,G=0,R=255,A=255) ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18365' CastShadow=False LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(Default=True,BlockingVolume=True) Name="StaticMeshComponent_10" ObjectArchetype=StaticMeshComponent'Engine.Default__InterpActor:StaticMeshComponent0' End Object bStopOnEncroach=False StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_10' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18365' Components(0)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18365' Components(1)=StaticMeshComponent'StaticMeshComponent_10' Location=(X=2950.185791,Y=1412.987305,Z=102.863846) Rotation=(Pitch=0,Yaw=16384,Roll=0) DrawScale3D=(X=0.315535,Y=0.043999,Z=0.250948) CollisionType=COLLIDE_BlockAll Base=InterpActor'InterpActor_0' bHardAttach=True BlockRigidBody=True bCollideActors=True bBlockActors=True Tag="InterpActor" RelativeLocation=(X=44.852051,Y=-0.134399,Z=2.941704) RelativeRotation=(Pitch=0,Yaw=16384,Roll=0) CollisionComponent=StaticMeshComponent'StaticMeshComponent_10' Name="InterpActor_1" ObjectArchetype=InterpActor'Engine.Default__InterpActor' End Actor End Level Begin Surface End Surface End Map
cool a new interpactor door=way better than vcmover xd=no buggy door:)
open kismet the green K
copy n paste thist txt into kismet via ctrl+V
Begin Object Class=SeqAct_Interp Name=SeqAct_Interp_0 InputLinks(0)=(DrawY=54,OverrideDelta=15) InputLinks(1)=(DrawY=76,OverrideDelta=37) InputLinks(2)=(DrawY=98,OverrideDelta=59) InputLinks(3)=(DrawY=120,OverrideDelta=81) InputLinks(4)=(DrawY=142,OverrideDelta=103) OutputLinks(0)=(DrawY=70,OverrideDelta=31) OutputLinks(1)=(DrawY=126,OverrideDelta=87) VariableLinks(0)=(LinkedVariables=(InterpData'InterpData_0'),DrawX=1606,OverrideDelta=39) VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkedVariables=(SeqVar_Object'SeqVar_Object_2'),LinkDesc="door",MinVars=0,DrawX=1652,OverrideDelta=86) ObjInstanceVersion=2 ParentSequence=Sequence'Main_Sequence' ObjPosX=1552 ObjPosY=16 DrawWidth=154 DrawHeight=157 Name="SeqAct_Interp_0" ObjectArchetype=SeqAct_Interp'Engine.Default__SeqAct_Interp' End Object Begin Object Class=InterpData Name=InterpData_0 Begin Object Class=InterpGroup Name=InterpGroup_0 Begin Object Class=InterpTrackMove Name=InterpTrackMove_0 PosTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=1.448549,InterpMode=CIM_CurveAutoClamped))) EulerTrack=(Points=((InterpMode=CIM_CurveAutoClamped),(InVal=1.448549,OutVal=(X=0.000000,Y=0.000000,Z=-100.195313),InterpMode=CIM_CurveAutoClamped))) LookupTrack=(Points=(,(Time=1.448549))) bUseQuatInterpolation=True MoveFrame=IMF_RelativeToInitial Name="InterpTrackMove_0" ObjectArchetype=InterpTrackMove'Engine.Default__InterpTrackMove' End Object InterpTracks(0)=InterpTrackMove'InterpTrackMove_0' GroupName="door" GroupColor=(B=191,G=145,R=0,A=255) Name="InterpGroup_0" ObjectArchetype=InterpGroup'Engine.Default__InterpGroup' End Object Begin Object Class=InterpCurveEdSetup Name=InterpCurveEdSetup_0 Name="InterpCurveEdSetup_0" ObjectArchetype=InterpCurveEdSetup'Engine.Default__InterpCurveEdSetup' End Object InterpLength=1.448329 InterpGroups(0)=InterpGroup'InterpGroup_0' CurveEdSetup=InterpCurveEdSetup'InterpCurveEdSetup_0' SelectedFilter=InterpFilter'Engine.Default__InterpData:FilterAll' EdSectionEnd=1.448329 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1552 ObjPosY=216 DrawWidth=32 DrawHeight=32 Name="InterpData_0" ObjectArchetype=InterpData'Engine.Default__InterpData' End Object Begin Object Class=SeqEvent_Used Name=SeqEvent_Used_0 Originator=Trigger'Trigger_0' MaxTriggerCount=0 ReTriggerDelay=2.000000 MaxWidth=169 OutputLinks(0)=(Links=((LinkedOp=SeqAct_Switch'SeqAct_Switch_0')),DrawY=-60,OverrideDelta=13) OutputLinks(1)=(DrawY=-40,OverrideDelta=33) VariableLinks(0)=(DrawX=1240,OverrideDelta=16) VariableLinks(1)=(DrawX=1316,OverrideDelta=96) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1192 ObjPosY=-128 ObjName="Trigger_0 Used" DrawWidth=116 DrawHeight=152 Name="SeqEvent_Used_0" ObjectArchetype=SeqEvent_Used'Engine.Default__SeqEvent_Used' End Object Begin Object Class=SeqAct_Switch Name=SeqAct_Switch_0 LinkCount=2 bLooping=True InputLinks(0)=(DrawY=2,OverrideDelta=11) OutputLinks(0)=(Links=((LinkedOp=SeqAct_Interp'SeqAct_Interp_0')),DrawY=4,OverrideDelta=13) OutputLinks(1)=(Links=((LinkedOp=SeqAct_Interp'SeqAct_Interp_0',InputLinkIdx=1)),LinkDesc="Link 2",DrawY=24,OverrideDelta=33) VariableLinks(0)=(DrawX=1458,OverrideDelta=16) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1424 ObjPosY=-32 DrawWidth=68 DrawHeight=85 Name="SeqAct_Switch_0" ObjectArchetype=SeqAct_Switch'Engine.Default__SeqAct_Switch' End Object Begin Object Class=SeqVar_Object Name=SeqVar_Object_2 ObjValue=InterpActor'InterpActor_0' ObjInstanceVersion=1 ObjPosX=1652 ObjPosY=173 DrawWidth=32 DrawHeight=32 Name="SeqVar_Object_2" ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object' End Object Begin Object Class=SequenceFrame Name=SequenceFrame_0 SizeX=584 SizeY=468 bDrawBox=True ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1160 ObjPosY=-152 ObjComment="A Door" DrawWidth=584 DrawHeight=468 Name="SequenceFrame_0" ObjectArchetype=SequenceFrame'Engine.Default__SequenceFrame' End Object
press pie the play button and go n open n close ya new door

cool thing about those doors is that they work if rotated on any axis so if want a door to open from 36 deg placement it will open properly unlike the doors in the level creation guide these doors can be placed in any direction ya want em to be:)

the trigger is hard attached to the interpactor door
the trigger has interpolating physics so trigger moves with the door=trigger is glued to the door
the interpactor beam meshe covers the locked txt on the door and is hard attached to the door

to copy the door select the door the beam mesh and the trigger n press ctrl+c then ctrl+v to paste it then move it to easy fit another door jam
copy the kismet for the 1st door=hold left ctrl+left alt and hold left mouse to draw a box around the a door kismet sequence
it go all yellow
press ctrl=c to copy it n ctrl+v to paste it n move it to position
on the new 2nd door in map you copied n pasted select the trigger
go in kismet right click the trigger node and assign trigger to set new trigger
select the door and in kismet is a purple variable interpactor var right click that and assigne the interpactor to that to set new door
press pie n go open n close 2 of ya new doors
rinse n repeat for more easy to clone doors

to change direction a door opens select the door in map you want to change
open the matinee for that door in kismet and select the red triangle on top right end of timeline in the movement track and delete it
press enter go in ya map n use rotation widget to open door to desired position
press play on the mattinee and reverse or the looping play button to see the door open n close
exit kismet press pie n go n open /close the door with your janitors hands

to use different door mesh open the interpactor door properties type mesh in search bar
select a door mesh in content browser click green arrow next to old mesh in interpactor properties to change the mesh=usually theres 2 1 for mesh 1 for collision
change it to a toilet door to replace buggy vcmover toilt doors if want to

have fun with new things that janitor can use:)

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Showing 1-2 of 2 comments
Luclone 1 Jul, 2020 @ 6:12pm 
Wow, now I really can say that A JANITOR is one of the best viscera cleanup deatil's workshop map maker (AKA the viscera cleanup detail workshop god). And also a nice helping person.
Last edited by Luclone; 1 Jul, 2020 @ 6:13pm
A JANITOR 2 Jul, 2020 @ 3:42pm 
thanx:)
feel free to use the door above in ya map if ya make one (uprinsing door that works better than a vc mover does)
said doors are in this map and the locked txt on the door is hidden so it not look weird opening n closing a door that says its locked
copy paste n play its that easy to add a door/incinerator/toilet/stargate etc
i like to help out so all of us can get better n better at map creation or somehow screw it up like i have n end up with something crazy funny n fun
a little community teamwork helps sometimes:)
so does BlackEagle's level creation guide=monkey see monkey do its pretty easy when ya get used to it just time n patience will give you a cool map
if not understand the editor look on youtube for devin sherry and horences ue3 tutorials watch a few videos then use the level guide and anyone can make a vcd map

my 1st map=erm whats udk n how the f does this work=practice makes perfect=i still don't know how to use photoshop but i can make a vcd/goat simulator/any ue3 or ue4 game map=lol
Last edited by A JANITOR; 2 Jul, 2020 @ 3:54pm
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Showing 1-2 of 2 comments
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