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Male voiceover: Hi, and welcome to 3dmotive.com
In this week's Tips and Tricks video,
we're going to briefly cover
what Trigger Volumes are,
inside of UDK, how they can be used,
and walk through a quick example
of actually setting one up.
What we've got here, in our example map,
is I've set up a quick matinee of these doors here
just kind of closing, almost slamming shut,
and, in this example,
what we're going to do is just walk through
the setting up of a Trigger Volume to where,
when you pass through the volume,
it's actually going to cause these doors to close
before you can get into the elevator there.
Let me scrub this back off to the side,
and the first thing we're going to do
is we're going to need to create a brush
that we want to represent the size of our volume.
If I just go up here, go to Show,
make sure my Builder Brush is on.
I can right click on the Builder Brush.
I'm just going to click Build,
and let me go over here and right click
on my Viewport so I can see where these are,
and Builder Brush is where?
It's right over here.
It's just a little tough to see there.
What I'm going to do is I'm just going to drag it
to the area of where these doors are.
Now, the doors are these little purple pieces
of geometry, right here, that we have these keys on,
and I'm just going to move this into place
and I'm going to go, maybe,
back to my Perspective view,
turn my Shaded back on,
and then, as we can see, the Builder Brush
is way up here at the top.
I'm just going to slide this down a bit
and make it big enough so that the player
wouldn't be able to sneak, maybe,
behind these boxes, or from any other direction
if they weren't going, let's say,
straight on to get to this door.
I'm just going to move it up
and nudge it up against the wall here
- sorry for moving the camera a bit much -
and then, from here, instead of actually building
any type of piece of geometry, what I'm going to do
is I'm going to right click on this Add Volume
and I'm going to click Trigger Volume.
When I move this, what we'll see
is we now have a green box
that basically takes up the exact same space
of this Builder Brush - and click Cancel here -
and what this does is
we can now set this up inside of Kismet
to be our Trigger Volume, so, from here,
what I'm going to do is I can go back over to Kismet
and I've actually just rearranged some of the existing
Kismet for this section, just for this example,
but, right here, the open left and right vault doors,
that's actually the Minimatic that I used
to edit and just show you a second ago.
What I'm going to do is,
with the Trigger Volume selected,
I'm going to go ahead and right click
and say New Event Using TriggerVolume_2
and say Touch, because we want this to be activated
when a player touches it,
or whenever, yes, basically, the player touches it.
From the Touched state,
what I'm going to want it to do is
Play This Matinee. If I go ahead and minimize this
- just going to back up here -
and I'm just going to go ahead and right click
on the floor and say Play From Here
- going to bring this back over -
and what we'll see is,
when we go up to the door here,
it's now going to slam shut in front of us
because we used that Trigger Volume
to basically cue the Matinee.
Now, the nice thing about Trigger Volumes
is I'm not just limited to little individual
Matinee sequences like this.
I can actually use these Trigger Volumes
to fire off, maybe, effects or particle effects,
inside of the environment.
I could have actually added more to this Matinee
sequence here where I had, maybe, sound playing
and more effects playing,
and, as we're going to see here, in just a second,
if I go up here on this top level
and actually go through this wall here,
you'll see there is a different part to this level.
If I go ahead and do a Play From Here,
what we'll see is we've got this green Trigger Volume
and what this is actually going to do is,
rather than cue some individual, like I said,
little Matinee sequence, like a door closing,
this is actually going to cue up and play
a full Minimatic where you actually cut away
from the player cam,
so if I walk through this Trigger Volume,
right here, you'll see that you're actually
going to be playing a full Cinematic.
It's nice that we have Trigger Volumes
that can actually do this,
sort of pull you away from game play.
It can just do a whole slew of things,
inside the actual game,
that your player actually fires off just by walking
through an invisible space in the level.
That concludes this little quick
Tips and Tricks lesson.
Thanks again for watching 3dmotive.com