I’m using the 3rd person tutorial level and have built an automated door following the automated door tutorial. When the door is shut but the character walks out of the trigger volume the door close sound goes off. Obviously I want to make the door close sound trigger only when the character walks out of the trigger volume when the door is already open.
Any pointers and tips greatly appreciated. I’ve only got a couple of days left to finish this for a uni project and after being sick and missing the initial UDK lectures I am very behind.
One other thing I should have mentioned, the door opens (and makes the door open sound) anywhere in the level, not just the trigger volume area.
I should add that I have a very a limited knowledge of blueprint. Apologies in advance, I’m only asking these questions because I have a couple of days before I have to hand in the project. I would have been more up to speed if I didn’t catch a nasty bug earlier in the month. Thanks for your understanding
If I understand correctly, in this example the sound will play when the timeline has finished and the door is closed. This wouldn’t work for me because I need the door close sound to trigger as soon as the door begins to close, which is why the timeline reverse idea should be an elegant solution. Am I missing something here?
On my Blueprint, the Branch after the key event node looks like it’s supposed to only allow an execution signal to the door close Play Sound, only when the door is open. Any idea of a simple way to do this?
Hi, the ‘And Bool sounds’ like it should work but unfortunately it doesn’t do anything when I set it up as shown. Interestingly, when I plug ‘Door is open’ into the branch then plug the False wire into the Enable input node it works the same as when ‘Door is usable’ is plugged into the Branch and the True wire is connected to Enable input.