Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I'm trying to make a character in 2.5 platformer (in UDK) to "climb" a giant tree trunk by walking on a spiral staircase enveloped around the tree. When character goes right the tree rotates thru matinee sequence so it seems that the character is moving while in reality it is the tree that moves.

I connected the matinee sequence playrate to the velocity of the character and its all good as long the character just moves left or right. When it jumps though, the velocity still affects the playrate - it should not as character moves up/down, not right/left.

How do I set it up in Kismet so I get a float variable with velocity only in the X plane (horizontal)?

share|improve this question
1  
I'm not familiar with Kismet, but perhaps there's a way to read only the X coordinate of the velocity vector. Because that's exactly what you're looking for. –  Marton Oct 4 '12 at 13:16
    
Getting the velocity vector gives me nothing as it doesn't tell what is the velocity at the X plane. –  anna1987 Oct 4 '12 at 15:20
    
@anna1987: Can't you just use the X component of the velocity vector? –  Nic Foster Oct 4 '12 at 18:49
1  
@anna1987 A 2D or 3D velocity vector's X component is exactly the velocity in the X plane. If you can't access the Vector.X property's value (again, I'm not sure how Kismet works), then just multiply the original velocity vector with a new Vector(1,0), where 1 is the X component and Y is 0. This is gonna give you the velocity in the X plane as a vector. –  Marton Oct 4 '12 at 20:16

2 Answers 2

up vote 1 down vote accepted

Option 1. A 2D or 3D velocity vector's X component is exactly the velocity in the X plane.

Option 2. If you can't access the Vector.X property's value (again, I'm not sure how Kismet works), then just multiply the original velocity vector with a new Vector(1,0), where 1 is the X component and Y is 0. This is gonna give you the velocity in the X plane as a vector.

share|improve this answer

"@anna1987 A 2D or 3D velocity vector's X component is exactly the velocity in the X plane. If you can't access the Vector.X property's value (again, I'm not sure how Kismet works), then just multiply the original velocity vector with a new Vector(1,0), where 1 is the X component and Y is 0. This is gonna give you the velocity in the X plane as a vector. – Marton"

Of course it is! I'm such a retard stupid blonde! Thanks guys! xoxo

share|improve this answer
    
Haha okay, I added my comment as an answer, so you can accept it and close the question. –  Marton Oct 5 '12 at 9:26

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.