PlanetDeusEx | Deus Ex | Help | Editing | Deus Ex Movers
Deus Ex Movers

During this tutorial you will learn how to export custom brushes and make several types of Deus Ex specific movers ... including:

- doors with glass panels

- breakable doors

- locked doors

- doors triggereable with a Nano-Key

- set the sounds the door makes

Lets begin.

Opening and shutting doors ... gaining access to particular areas via different methods is a major part of Deus Ex ... movers come in very handy for controlling where the player can get and help in creating a realistic interactive environment ... I'll stop trying to sound intelligent now and just tell you how to do it ...

I can see through you

First off we'll make a door with a glass panel in it ...

Because the door has two sections (the glass + the rest) it has to be made up of several brushes ... the door your going to make consists of 5 parts ...

that assemble into this - - ->

Here are the dimensions for all the parts:

Top part: 16x8x80

Side parts: 48x8x16

Bottom part: 64x8x80

Glass: 47x4x47

 

The textures used are :

CoreTexWood > ClenMedmChery_A

CoreTexGlass > WindOpacStrek_A

Make sure that the glass section if the is not touching any of the other sections ... otherwise you'll get a graphical glitch in UnrealEd and the dreaded hall of mirrors effect on each surface that the glass touches ... example pic

Making/Exporting Custom Brushes

When you have a completed door resize the builder brush so its a little larger than the door ... i.e. 130x32x85 ... move the builder brush so that all of the door is inside it ... then press 'Brush Intersection' ... ... your builder brush to 'wrap' around all the sections of the door ... you can now move the door around as if all the brushes were 'one'.

You can now save this custom builder brush shape you've made ... so that next time you want to add a door you don't have to rebuild it all again ...

With your builder brush selected go to the 'Brush' menu and then 'Export' ...

give your custom brush a descriptive filename, like 'simple_gdoor' or whatever ... then save it somewhere ... I suggest making a 'custom brushes' folder with your Deus Ex/Maps folder ...

Now whenever you want to reuse your custom brush simply choose it via the 'Import' option ...

Now start a new map

Make two 256x256x256 rooms 32 units apart joined by a 128x32x80 hole (which will become the doorway)

Import your custom brush ... and position it at the back of the door way ... place the 'pivot' on one of the back corners ... the 'pivot' is like the anchor point for rotating brushes, they will rotate around the pivot ... if you right click on a corner of a brush the 'pivot' should move there automatically ... otherwise you the 'Pivot' > 'Pivot snapped here' options

Now go to Classes on the Browser and then *Brush > Mover > DeusExMover ... hit 'Add Mover Brush' ... ... press B to hide the builder brush ... select the first keyframe for the mover just like for Basic Movers ... rotate the mover through 90 degrees by holding Ctrl + Right clicking ... so its like this:

Go back to 'Key 0 (base)' ... add some lights + a playerstart ... get in there ... then on to page 4

Ok so now you can make a right clickable door ... remember you don't have to rotate the door in keyframe 1 ... you can move it left or right or up or where-the-hell-ever ... but theirs still a lot more you can do with movers ...

Let me in

What's that you cry ... you want to make a locked door ... that's easy enough ... right click on the mover ... go to the properties ... then under the 'DeusExMover' category set 'bLocked' to true ... by changing other settings under this category you can achieve several effects ...

Breakable

To make your door breakable simply set 'bBreakable' to true ... you may also want to set how strong the door is ... you can so this by modifying the 'doorStrength' and 'minDamageThreshold' options ...

The 'doorStrength' is set to 0.250000 by default ... in game this will be 25% strength ... when modifying this setting ignore the four end 0s ... if you wanted too give the door 40% strength input 0.40 ... 99% strength = 0.99 ... for 100% strength input 1, not 0.1 just 1... this same principle applies to setting the 'lockStrength' ... so 0.1 would equal 1 lockpick ... 0.9 = 9 lockpicks etc

The 'minDamageThreshold' controls how much damage you have to do to actually 'hurt' the door ... with the setting at 10 hitting the door with a crowbar would probably damage it ... but if you raise the setting to something like 150 only explosives will damage the door

Pickable

Simply set 'bPickable' to true and the modify the 'lockStrength' as detailed above ...

Super door

To make a unpassable door ... that has infinite strength and infinite lock-strength ... set both 'bBreakable' and 'bPickable' to false and then 'bLocked' to true ...

--- --- ---


So now you know quite a lot a bout Deus Ex Movers ... BUT WAIT ... theres more ... I'll now show you how to make a door thats triggered by a keypad or a laser (y'know those blue and red laser trip things) or a door that will only open via a Nano-Key and how to set the sounds your door makes when it moves ...

Alright then ... now it gets a little more complex ... but don't worry ... if you can successfully order a happy meal then you're more than qualified ... for each of these examples I'm presuming your using a new mover / door

Nano-antics

To make a door that can only be opened once the player has acquired a particular NanoKey is pretty easy ...

In the properties for your door ... set 'KeyIDNeeded' with a unique name i.e. raw_door1 or whatever ... also make sure 'bLocked' is set to true

Go to Classes > *Inventory > *Pickup > DeusExPickup then select NanoKey ... add a NanoKey ... go to its properties ... then the NanoKey category ... set 'KeyID' with the same name as 'KeyIDNeeded' on your door ... also set the 'Description' variable which is under the 'Inventory' category ... In the game the 'Description' variable contains a area name or number so the player can identify where it must be used ...

Keypad

To make a door that opens when a keypad is used you simply have to link the two actors ... this is easy

First you need to add the keypad ... go to

Classes > *Decoration > DeusExDecoration > ElectronicDevices > HackableDevices > Keypad

Then choose any of keypads 1-3 ... I used Keypad 1 ... next position the keypad ... put it on the outside of the door around halfway up the door ... like this:

You may need to rotate the keypad ... only its front and sides are visible

Now in the properties of your door, open the 'Events' category and set the 'Tag' variable with a unique name such as raw_door1 ... now open the properties of the Keypad and under the 'Events' category set 'Event' to the name of the door ... you should see a red line going from the keypad to you door ... this means the actors are linked ... you can use this same method to trigger several different events such as turning lights on and off with a button ...

In the keypad properties are several variables of note ... under the 'HackableDevices' category are 'bHackable' and 'hackStrength' ... quite self explanatory ... these can be set in the same way as damage and lockpick strength

In the 'Keypad' category is 'validCode' which allows you to set the code which needs to be input to open the door ... the default is 1234

Laser and Beams

Setting the door to open when a laser or beam is activated is setup very similar to a keypad ... go to Classes > *Triggers > Trigger then choose 'BeamTrigger' or 'LaserTrigger' ... there is little difference ... the 'LaserTrigger' makes a blue beam and the 'BeamTrigger' makes a red one ... link the actors as with the keypad ... using 'Event' and 'Tag' variables

Chu-chink

And now how to make your door creak, groan, squeak, chu-chink, baa, spooge or whatever you want it to ...

Go to SoundFX on the Browser ... then load 'MoverSFX.uax' ... next in the two drop down menus below SoundFX choose MoverSFX and door ... now you see a list of all the various sounds you can have your door make ... go to your doors properties ... expand the 'MoverSounds' category ... this is where you set the sounds ... simply choose a sound from the browser ... then select a time for it to be played and press 'Use' ...

I prefer to just have a 'ClosedSound' and a 'OpeningSound' as above ... but should play about with the settings and have it how you like ...

The End?

It is for now anyway ... thats more than enough mover info for one day ... remember these tutorials aren't meant to be a strict guide, they simply give you the skills you need to do some creative mapping ...



IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.