Interaction mechanics

Lets make another step into a complex interaction system. The final target is the ability to interact with most objects in the level. There are many possible kinds of interactions. As I see, they are:

  • Pick up, hold, drop down (charater->object)
  • Enter, stay, leave some area (character->world)
  • Touch, hit some object (characters<->objects)
  • Intersect the line (ray) (characters<->objects)
  • Triggered interaction (player, script->characters, objects)
  • Conditional, programmed (script<->characters, objects)
  • Combinations of listed above

First of all, LBInteractableMechanism provides a basic framework for actor interactions, this mechanism carries out all data transaction between LBActor, LBPawn and other actor classes. Two first interactions are implemented by LBInventoryPawnMechanism, LBAreaCheckingMechanism and LBLocationTriggerMechanism. Line and ray intersections are implemented by LBTargetingPawnMechanism. Triggered interactions are partially implemented by LBKismetEventActivatorLBGet***SeqLBSetP***Seq.

Let’s test this interaction system on a pre-set character in a test level. The desired result is an ability to put objects in certain places, where their presence causes certain events. In this example only three interaction types are involved: the first, the second and the fifth. The procedure should be like this:

  • The player initiates the drop-down action by the character
  • The carried object is released from the inventory
  • If this object is put in a specified location:
    • The object is forced to move to specific point
    • The special effect is shown

Projected to a Kismet-Mechanism model, this procedure takes the following form.

First, the key is pressed by a player, which tells the LBSetParamIntSeq to set ActivateInteraction parameter of the Pawn_Interactable_Controller to 6. Then the put down sequence is executed by the pawn and it’s mechanisms.

activate_interaction_seq

After the object is on the floor, it interacts with LBLocationTriggerMechanism, which checks its area every n-th second (tick) of game time (yes, it’s quite expensive). If the objects passes center-to-center distance test, a special Kismet event is activated, which is connected to a group of LBSetParamBoolSeq. The first LBSetParamBoolSeq node sets the parameter bEnabled of LBTargetedMovementMechanism in our object to true, so it could move to the center point. The second node sets the parameter bVisible of LBVisibilityModifier in special effect object to true, so we could see the glowing.

event_handle_seq.PNG

That’s it. Now the objects have an ability to several consequences. In our case, the capsule, carried by a character to certain stand, moves to it center and triggers a glow effect.

interaction

Of course, it’s not enough, because there are three more interactions (at least), that need to be implemented. Some of them have their preliminary handlers, and some of them don’t. The further research and development is carried out.

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