: I've fone triggers, my door is working, I even made a
: working 2x Charger. "Working" not completely
: yet, though.
Yeah - I dug your map out of my cache and took a look at it. The door thing was pretty simple to fix, wasn't it? :-)
Also, I think you need to provide at least one more way out of the pit. Not many people will ever make it up that spiral stair alive.
: The charger is underwater, so you have to wait until you
: are *completely* not moving before you can charge your
: shields. Is there a way to adjust the sensibility?
Not without changing the code.
: And I can't get how you are doing to texture change
: (inactive charger -> charging charger) with the
: mover... Is it the trigger or the charger actor that
: triggers the mover? What kind of mover is it? (It
: doesn't look like the same type as for a door)
The ActionkeyTrigger triggers the charger and then the charger triggers the mover when it starts and then again when it stops. It has to work that way becuase the charger is the only actor who knows when you're all charged up, and it's also keeping track of whether you move or turn (or feign death) while charging.
For the WSTMs, I've seen that problem. For some reason the compiler is not correctly setting the mesh property that UEd uses to display the WSTM in 3d view. However, this should not be a large issue because to make a good M:R map you should not be placing any items in the map. Instead you should be using the ThonSpawn stuff (MarathonThingFactory and MarathonSpawnpoint) so that items can spawn at random locations and so that the quantity of a given item present in the game at any one time can be limited - just like in Marathon.
woof