how to Activate keyboard button when the character hits the Triger?

how to Activate keyboard button when the character hits the Triger?

Anonymous
Not applicable
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Message 1 of 7

how to Activate keyboard button when the character hits the Triger?

Anonymous
Not applicable

hi
is there a way when character is in the yellow zone (Trigger) a keyboard button activate?
for example,when i'm in yellow zone,i press space button so the door Close or Open.
thanks.

Untitled.jpg

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Accepted solutions (1)
2,150 Views
6 Replies
Replies (6)
Message 2 of 7

Anonymous
Not applicable

Of course,

 

I'd reccomend watching these set of videos by Paul Kind:

 

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Message 3 of 7

Anonymous
Not applicable

i already seen that.
but i have a problem with (Raycast flow node).
it's not responding to direction and distance (length).from every where and evey direction,when i Click,the door will open or close.
Untitled.jpg

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	{
		Class = "Stingray.Flow.VariableConnection"
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	{
		Class = "Stingray.Flow.EventConnection"
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		ToNode = "b1949084-2827-4d64-902c-89536a5abda3"
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	{
		Class = "Stingray.Flow.EventConnection"
		FromItem = "Pressed"
		FromNode = "20f7511f-2395-4b11-90be-7e0801993746"
		Id = "8286ac7e-7f43-4249-bd65-8a24ada4eac7"
		Priority = 0
		ToItem = "Compare"
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	{
		Class = "Stingray.Flow.VariableConnection"
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		Type = "Unit"
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	{
		Class = "Stingray.Flow.VariableConnection"
		FromItem = "Position"
		FromNode = "f80b0d8a-90bf-493b-8b3b-f410f4b7ed10"
		Id = "0bce734b-0219-498b-8afd-8e36147af7c0"
		ToItem = "From"
		ToNode = "61b5eb5c-a219-4ae1-8535-799d9bb88f62"
		Type = "Vector3"
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			}
			{
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			{
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			{
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			}
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
				RawName = "held"
				Type = "event"
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		]
		Title = "Mouse Button"
		Width = 160
	}
	{
		Category = "Event"
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		ExportTypeName = "unit_spawned"
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			{
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		]
		Title = "Unit Spawned"
		Width = 160
	}
	{
		Animation = {
			Value = "content/models/Doors/animations/door_bath_open"
		}
		Blendtime = {
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		Category = "Animation"
		Class = "Stingray.Flow.GenericAnimation"
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			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "length"
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					Value = 2
				}
			}
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				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "in"
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				}
			}
		]
		NodeLocation = {
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			Y = 200
		}
		Outputs = [
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				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
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			}
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
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			}
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		Width = 180
	}
	{
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			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
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				UIName = "Forward"
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			}
		]
		Title = "Vectors From Rotation"
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	}
	{
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				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
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				Variable = {
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			}
		]
		Title = "Get Camera World Position"
		Width = 120
	}
	{
		Category = "Camera"
		Class = "Stingray.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "get_camera_world_rotation"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "5864e879-9cfe-4cd7-90e7-639eab33ff2d"
		Inputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "unit"
				Type = "unit"
				UIName = "Unit"
				Variable = {
					Class = "Stingray.Flow.InVariableUnit"
					UseMyUnit = false
				}
			}
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "camera"
				Type = "camera"
				UIName = "Camera"
				Variable = {
					Class = "Stingray.Flow.InVariableCamera"
				}
			}
		]
		NodeLocation = {
			X = 60
			Y = 220
		}
		Outputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
				RawName = "rotation"
				Type = "quaternion"
				UIName = "Rotation"
				Variable = {
					Class = "Stingray.Flow.OutVariableQuaternion"
				}
			}
		]
		Title = "Get Camera World Rotation"
		Width = 120
	}
	{
		Arguments = [
		]
		Class = "Stingray.Flow.CustomScriptNode"
		FlowNodesResource = "core/appkit/BackUp/appkit"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "e5f24752-7ff1-47ae-9a9d-d05a52f18644"
		InEvents = [
		]
		IsQuery = true
		Name = "Get Active Camera"
		NodeLocation = {
			X = -140
			Y = 140
		}
		OutEvents = [
		]
		ReturnValues = [
			{
				RawName = "Unit"
				Type = "unit"
				Variable = {
					Class = "Stingray.Flow.OutVariableUnit"
				}
			}
			{
				RawName = "Camera"
				Type = "camera"
				Variable = {
					Class = "Stingray.Flow.OutVariableCamera"
				}
			}
		]
		Width = 140
	}
	{
		Category = "Event"
		Class = "Stingray.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "level_update"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "15d98a0f-700a-4527-a0e5-0f2d87f3d7a8"
		Inputs = [
		]
		NodeLocation = {
			X = 220
			Y = 340
		}
		Outputs = [
			{
				Class = "Stingray.Flow.DataDrivenFlowNode+Output"
				RawName = "out"
				Type = "event"
				UIName = "Out"
				Variable = {
					Class = "Stingray.Flow.OutEvent"
				}
			}
		]
		Title = "Level Update"
		Width = 160
	}
]
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Message 4 of 7

dan.matlack
Alumni
Alumni

What are you trying to do there with your compare node? What is your end goal? 

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
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Message 5 of 7

Anonymous
Not applicable

 

i used compare node for active or deActive raycast node according to view direction and distance from door.

 

My final goal is,when character is near each doors of level,i open/close that door by pressing a button.

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Message 6 of 7

dan.matlack
Alumni
Alumni
Accepted solution

@Anonymous To accomplish what you'd like to do, put a level trigger surrounding the space you'd like the door to be 'active' and set it to character trigger. Make sure your character/player/hmd, whatever you are using as the player controller, has a keyframed physics actor on it that is set to 'character.' This will allow the level trigger to fire. Do some flow logic that says: if my character is in this trigger, then allow the door to open or close based on a button press. Then set up your door logic in flow to open or close by a button press of your choice. There is no real need for raycasting in this situation. Let me know how that works out.

 

Different ways you can do it, but something like this maybe:

 

doorwork.JPG

 

chartrig.JPG

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
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Message 7 of 7

Anonymous
Not applicable

Thank u a lot
here is how i solve it:

 

Level Flow Solution


Level Flow Solution.jpg

Unit Flow Solution

 

Unit Flow Solution.jpg

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