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DIFFERENT MOVER TYPES

"Machismo"
cool_machismo@yahoo.com

### INTRODUCTION

Up till now I think a lot of you would have used only the standard mover that is created by hitting the mover button. Here we'll discuss a different way of creating different types of movers.

HOW TO CREATE THE MOVERS DISCUSSED HERE

For all the mover types discussed here just expand Brush|Mover under the classes menu. Select the type of mover that you want to add. Go through the door/mover creation process by adding, intersecting the brush, etc. Now on placing the builder brush where you want the mover to go, just hit the add mover button. VIOLA! the type of mover that you selected in the classes menu will be added in instead of the normal mover. We'll just discuss the function, use and setup of these movers. To see a full blown explanation for each type of mover just open its script box and read the explanation given by Epic in green. Alternatively after creating the mover brush just right click on the mover and select the type of mover that you want to add in, thus:

WHO THIS TUTORIAL IS FOR

To understand this tutorial I expect you to have read all the other mover tutorials on this site and be very familiar with movers. You should know how to make proper movers and just be looking for something different that may suit your level needs better than a normal mover.

### I. ROTATING MOVER

Why bother trying to set a normal mover to rotate when you have all the settings pre-configured for you?. This is the easiest way to create a rotating object or mover. Make a circular brush off to the side, intersect it with a larger brush and place it in a box in your level. Place some lights and a player start here. Choose classes from the browser, expand brush then mover and select rotating mover. Hit the add mover button. You just added in the rotating mover!. Go to the rotating movers properties and set object initial state to none - this actually depends on the situation, if you want the rotating mover to keep rotating forever set it to none, if you want it to be set of by the trigger naturally set it to trigger opened timed (remember to set the tag then). The only other thing you need to set is the rotate rate under rotating mover. For this example just set yaw to 1000. That's it no need to set anything else!. Play your level and see it spinning around. For different types of rotation just play around with the yaw, roll and pitch values. COOOL!.

### II. ASSERT MOVER

Read the explanation given in the script box - there's no way I could top that explanation. In the properties of the assert mover the usual mover properties are present along with assert mover. Set the usual tags, initial states etc. You need to set the properties of the assert mover like to the following:
a. bOnceOnlyStopOpen - True in this case. If it is false it will go to the first key frame and stay there forever. The stay open time under mover will affect this value.
b. CloseTimes - This defines the move times for each key frame.
c. OpenTImes - How much time the door takes to open by going through each key frame. Say your door moves using 3 keys, you can specify how fast the door should move at each key.
d. WaitUnAssertTime - Very important. When the player steps out of the radius of the trigger the mover will stay at its current key frame say 1 and wait until this value has been reached. Then the mover will move all the way back to the beginning - key0.

### III. ATTACH MOVER

This is a mover I find myself using quite a lot. You can make any actor attach itself to this mover. The actor and the mover will move together - defined by the key frames. The tag of the actor/decoration must be the same as the one entered as the attach tag under attach mover in the attach movers decoration. You know its getting really boring writing about this attach mover again and again. For more information read my moving decorations tutorial on this site.

### IV. ELEVATOR MOVER

Don't even bother the standard mover will do.

### VI. GRADUAL MOVER

I would say that this is the best type of mover to use for a door or drawbridge or whatever that shows moving parts. What the gradual mover does is that when the first sequence of movements is over it waits for StayOpenTime to get over and then commences the second set of movements. Lets take the draw bridge example. Say you set the trigger and want the draw bridge to open on hitting this, all the while showing moving chains etc on the side that seem to be lowering the drawbridge, it fully opens waits for some time and then closes behind you. Set the mover normally and all its key frames etc. as you would normally do. Set a trigger in front of it to open the drawbridge. Under the gradual movers properties expand gradual mover. This is the place to set the tags not under events. Close times and open times are how long you want the draw bridge to take to move at each key - I set close times to around 90 and open times to 5. Enter the tag that you gave the triggers event under tags 0. If bTriggerOnceOnly is set to true then the gradual mover only completes the first set of sequences. Lets imagine that you want moving parts for the mover, like a rotating thing that seems to pull up the draw bridge just set yaw under rotation that's all - the rest is the same as the above gradual mover properties. You should also take note of the fact that a gradual mover adds new states to the oblect|initial state. Namely - gradual trigger opened timed, gradual trigger toggle and gradual trigger pound. Just use these instead of the normal trigger opened timed that you'll find there. That is where for a normal mover you would set trigger opened timed, for the gradual mover set gradual trigger opened timed. This is not to say that you cant use the normal trigger opened timed, you could also use the normal bump open timed. May your moving parts be superb!.

### VII. LOOP MOVER

For example (shit goddamn it I cant find a better way to explain it so I'll have to use the same crap again and again, ok!) if you were to set a loop mover as a door, where a normal door would lets say slide to the left and then slide back to the right a loop mover will slide to the left and just seem to appear at the starting point again instead of sliding back and forth. Make sure u set loop mover properties > object > initial state to loop move :).

### VIII. MIX MOVER

This mover is a mix of the features of the attach mover and the gradual mover. Since I've already explained above how to use these two you should be able to configure this. You should use this in places where you want the attach mover to be a gradual mover or vice-versa.

That's all the mover types there is. If you still have any doubts please email me.