Unreal Scripted Sequences

Slides:



Advertisements
Similar presentations
Microsoft Expression Web-Illustrated Unit K: Working with Behaviors.
Advertisements

17 HTML, Scripting, and Interactivity Section 17.1 Add an audio file using HTML Create a form using HTML Add text boxes using HTML Add radio buttons and.
GAME:IT Junior Learning Game Maker: The Control Tab.
Animation Techniques © Copyright William Rowan 2007.
Microsoft Expression Web-Illustrated Unit J: Creating Forms.
events reactive programming
1 Alice: Beyond the Basics Steve Cooper Michelle Venable-Foster Barbara Ericson May 2007.
10 February Event Monitoring and Event File Maintenance.
BASIC TUTORIAL ON AUTODESK REVIT Created By MHS Architecture Portfolio.
Dreamweaver CS4 Concepts and Techniques Chapter 8 Media Objects.
5/20/20151 Using UDK Editor CIS 488/588 Bruce R. Maxim UM-Dearborn.
Administriva l Half-life 2 accounts – If you have your own and HL2-EP2, then you can just use that – 3500 students keep your old one – Others – before.
Unreal Matinee Ch. 13 CIS 488/588 Nick Martineau Matthew Sable UM-Dearborn.
Unreal Matinee Ch. 13 CIS 488/588 Nick Martineau UM-Dearborn.
Scripts  Director’s scripting language is called Lingo  Lingo can be used to offer your users navigational control of the order of the scenes of your.
KJOlinski.com - RapidHMI INTRODUCING RapidHMI AND PLCExplorer.
Tutorial 5 Making a Document Interactive. XP Objectives Explore the different button states Add a button from the Button library Create a button Learn.
Copyright 2007, Information Builders. Slide 1 WebFOCUS Maintain – Enhancing Objects with JavaScript Mark Derwin Information Builders Information Builders.
TUTORIAL. Windows Movie Maker Tools  Tasks pane  Menu bar  Contents pane  Storyboard/ Timeline  Preview monitor.
Section 17.1 Add an audio file using HTML Create a form using HTML Add text boxes using HTML Add radio buttons and check boxes using HTML Add a pull-down.
10/9/20151 Unreal Basics CIS 488/588 Bruce R. Maxim UM-Dearborn.
Alice 2.0 Introductory Concepts and Techniques Project 1 Exploring Alice and Object-Oriented Programming.
1. Profile settings 2. Messaging system 3. Downloading files 4. Uploading files 5. Creating groups 6. Calendar events.
Sequence Diagrams And Collaboration Diagrams HungNM.
Game Maker – Getting Started What is Game Maker?.
Creating a Simple Game in Scratch Barb Ericson Georgia Tech June 2008.
CBP 2005Comp 2079 Game Development Week 3. CBP 2005Comp 2079 Game Development An Evolving Schedule ! Week 1 Week 2 Week 3 Week 4 Your First RoomChapters.
Visual Basic for Application - Microsoft Access 2003 Programming applications using Objects.
When you are linking your Web site together, use relative URLs. A relative URL gives the path to the file to which you wish to link, relative to the page.
Create a Halloween Computer Game in Scratch Stephanie Smullen and Dawn Ellis Barb Ericson October 2008.
Sega 500 Scripted events and Sequences Jeff “Ezeikeil” Giles
Copyright © 2015 Curt Hill UDK Animation with Kismet and Matinee Visual Scripting.
Creating a Simple Game in Scratch Barb Ericson Georgia Tech May 2009.
COMPREHENSIVE Windows Tutorial 6 Searching for Information and Collaborating with Others.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Under the direction of Susan Rodger
Basic coding… with TouchDevelop!!
Create a Halloween Computer Game in Scratch
AI bots Sai-Keung Wong Chiao Tung University, Taiwan, ROC
PYGAME.
Click here to advance to the next slide.
Adding Buttons, Actions, and Sounds
SANWU CaiBi QQ
Section 17.1 Section 17.2 Add an audio file using HTML
Recording Your Script and Creating Your Podcast
Objective of the lesson
Introduction to Events
Gannon University Frank Xu
MS PowerPoint 2010 Week 2.
BBC Microbit.
CIS 487/587 Bruce R. Maxim UM-Dearborn
Objective of the lesson
CIS 487/587 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
CIS 487/587 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
Assignment 1 Creating a Heart.
Alice: Beyond the Basics
CIS 488/588 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
CIS 488/588 Bruce R. Maxim UM-Dearborn
Introduction to CinematicMode
Program Documentation
PowerPoint Slide Shuffler
Unreal Interactive Elements
Obstacle Detection.
Creating a Simple Game in Scratch
CSC 221: Introduction to Programming Fall 2018
CIS 488/588 Bruce R. Maxim UM-Dearborn
Exploring and Entering Data
Presentation transcript:

Unreal Scripted Sequences CIS 488/588 Bruce R. Maxim UM-Dearborn 11/21/2018

NPC Control You can tell a bot to use a button to start a door pressing animation Scripted sequences have an Actions list the controls their behavior under the AIScript category in their properties list Action lists can have conditionals and loops Actions can be latent (pause after executing) or non-latent (no delay before next action) 11/21/2018

Using a Scripted Trigger - 1 Tutorial 14.1 Use the map file Tutorial14_01_Start.ut2 This tutorial creates a UseTrigger that plays a sound, opens a door, and turns on a caution light Open the Actor class browser, expand Triggers, and select UseTrigger Add the UseTrigger in front of the door 11/21/2018

Using a Scripted Trigger - 2 Tutorial 14.1 Open the Actor class browser, expand KeyPoint>AIScript>ScriptedSequence, and select ScriptedTrigger Add the ScriptedTriggeer next to the UseTrigger in front of the door Open the Properties window for the Use Trigger, expand th Events category, and type MultiTrigger as the value of Event property 11/21/2018

Using a Scripted Trigger - 3 Tutorial 14.1 Open the Properties window for the ScriptedTrigger, expand the AIScript, and enter the actions list Rebuild the level, save, and test 11/21/2018

ScriptedTrigger Actions Tutorial 14.1 Index Actions Property Values Action_WAITFOREVENT ExternalEvent = MultiTrigger 1 Action_PLAYSOUND Sound = IndoorAmbienceDoor10 2 Action_TRIGGEREVENT Event = BlastDoor 3 Action_TriggerEvent Event = CautionLight 11/21/2018

Controlling a Pawn - 1 Tutorial 14.2 Use map file Tutorial14_02_Start.ut2 The NPC will runs to the Player, beckons for the player to follow, and then opens the door (several PathNodes are already in the map) Open Actor class browser, expand Pawn>UnrealPawn, and select xPawn Move the xPawn to the lower right of the level, near the PathNode, rotate the xPawn to face the PathNode 11/21/2018

Controlling a Pawn - 2 Tutorial 14.2 Open the Actor class browser, expand Keypoint>AIScript, and select ScriptedSequence Place the ScriptedSequence next to xPawn Open Properties window, expand the Events category, and set Tag to PawnController Expand the AIScript category and set the ControllerClass property to ScriptedController 11/21/2018

Controlling a Pawn - 3 Tutorial 14.2 Open the xPawnProperties window, expand the AI category, and set AIScriptTag to PawnController Open the Properties window of the ScriptedSequence, expand the AIScript category, and add the actions list Rebuild the path, save, and test 11/21/2018

Actions for ScriptedSequence – 1 Tutorial 14.2 Index Action Property Values Action_WAITFOREVENT ExternalEvent = CallNPC 1 Action_MOVETOPOINT DestinationTag = CallPoint 2 Action_TURNTOWARDPLAYER N/A 3 Action_WAITFORTIMER PuseTime = 0.5 11/21/2018

Actions for ScriptedSequence – 2 Tutorial 14.2 Index Action Property Values 4 Action_PLAYANIM BaseAnim = gesture_beckon 5 Action_WAITFORANIMEND N/A 6 Action_SETVIEWTARGET ViewTargetTag = ConsoleTarget 7 Action_MOVETOPOINT PauseTime = 0.2 11/21/2018

Actions for ScriptedSequence – 3 Tutorial 14.2 Index Action Property Values 8 Action_WAITFORTIMER BaseAnim = gesture_beckon 9 Action_PLAYANIM N/A 10 Action_SETVIEWTARGET BaseAnim = gesture_halt 11 Action_MOVETOPOINT Event = BlastDoor 11/21/2018

Matinee – ScriptedSequences Tutorial 14.3 I have not worked with matinee yet 11/21/2018

Using if Conditions - 1 Tutorial 14.4 Use map file Tutorial14_04_Start.ut2 We’ll set up a scripted sequence to make the pawn run over to a PathNode to send a message to a triggered condition Add a ScriptedSequence actor next to the existing Trigger Open the Properties window, expand AIScript category, and set ControllerClass to ScriptedController 11/21/2018

Actions for ScriptedSequence Tutorial 14.4 Index Action Property Values Action_WAITFOREVENT ExternalEvent = CallBot 1 Action_WALK N/A 2 Action_SETVIEWTARGET ViewTargetTag = BotPanel 3 Action_MOVETOPOINT DestinatioonTag = Switchpoint 11/21/2018

Actions for ScriptedSequence Tutorial 14.4 Index Action Property Values 4 Action_WAITFORTIMER PauseTime = 0.2 5 Action_PLAYANIM BaseAnim = gesture_halt 6 Action_WAITFORANIMEND N/A 7 Action_TRIGGEREVENT Eveent = IC_DoorControl 11/21/2018

Using if Conditions – 2 Tutorial 14.4 Open the Property window for the xPawn, expand the AI category, and check the value of AIScriptTag (should be NPCScript) Return to the Property window of the ScriptedSequence, expand the Events category, and set Tag ot NPCScript Open the Actor class browser, expand Triggers>TriggeredCondition, and select TriggeredCondition 11/21/2018

Using if Conditions – 3 Tutorial 14.4 Place the TriggeredCondtion next to the Trigger and the ScriptedSequence Open the Property window for the TriggeredCondition, expand the category TriggeredCondition, and set value of bTriggerContolled to True Expand the events category and set the Tag property to IC_DoorControl 11/21/2018

Using if Conditions – 4 Tutorial 14.4 UseTrigger in front of the second PathNode send the event TestConsole Once the actions for the ScriptedTrigger are entered, rebuild the path, save, and test 11/21/2018

Actions for ScriptedTrigger Tutorial 14.4 Index Action Property Values Action_WAITFOREVENT ExternalEvent = TestConsole 1 Action_IFCONDITION TriggeredConditionTag = IC_DoorControl 2 Action_PLAYSOUND Sound = MenuSounds.J_MouseOver 3 Action_TRIGGEREVENT Event = OpenDoor 4 Action_ENDSECTION N/A 5 Action_GOTOACTION ActionNumber = 0 11/21/2018

Using Random Conditions - 1 Tutorial 14.5 Use map file Tutorial14_05_Start.ut2 Open the Actor class browser, expand Light, and select TriggerLight Place this TriggerLIght near the corner light Open the TriggerLight properties window, expand the LightColor category and set LightBrightness to 200 LightHue to 150 LightSaturation to 150 11/21/2018

Using Random Conditions - 2 Tutorial 14.5 Expand the Lighting category and set LightRadius to 10 Expand the Events category and set Tag to FlickerLight Expand the Object category and set InitialState to TriggerToggle Open the Actor class browser, expand KeyPoint>AIScript> and select ScriptedSequence 11/21/2018

Actions for ScriptedSequence Tutorial 14.5 Index Action Property Values Action_WAITFORTIMER PauseTime = 0.10 1 ACTION_IFRANDOMPCT Probability = 0.50 2 ACTION_TRIGGEREVENT Event = FlickerLight 3 ACTION_ENDSECTION N/A 4 ACTION_GOTOACTION ActionNumber = 0 11/21/2018

Using Random Conditions - 4 Tutorial 14.5 After entering the actions list in AIScript category, rebuild the level Save and test it (trigger lights have not always worked for me) 11/21/2018