This page contains Copy Machine and Terminal prefab configuration instructions I wrote for the 40 Stories Level Design wiki. This guide is written with the Unreal novice in mind. Excerpt begins:

Prefabs are in the appropriate location package in the “Prefabs” group (e.g. copier prefab is in FS_Office.upk) Multiplicity object prefabs are in FS_Multiplicity.upk


Copier prefab
Terminal prefab

Copier

Spawn nodes

use FS_SpawnNode from the Actor Classes tab, NavigationPoint > PathNode > PathNode_Dynamic > FS_SpawnNode
  1. Place your spawn nodes.
  2. Set spawn channel under the actor properties FS_SpawnNode > Channel
Prefab placement
  1. Place your copier prefab, which includes a trigger actor and Kismet.
  2. Right-click the copy machine and select Set Collision Type > “Block All”
Set Kismet
  1. Open the Kismet sequence for the copier prefab you've just placed. Anything that needs to be set is enclosed in a green box.
  2. (SET CHANNEL) You must manually set the “Channel” property of the Clone Event event.
  3. (SET VARS) set the following variables:
    1. hasPower? (copy machine starts with power on or off?)
    2. spawnNum (the number of clones to spawn with this machine)
    3. spawnChan (the spawn channel for this machine)
  4. (SET SFX) set using cues in FS_Audio_Multiplicity:
    1. for SUCCESS use Copy_Machine > Copy_Machine_Success_Cue
    2. for MAX use Copy_Machine > Copy_Machine_Level_Max_Cue
  5. Close Kismet for now. You will need copies of the copy machine's MaterialInstanceConstant in your map to finish.
Material Instance setup
  1. Go to the FS_Multiplicity package.
  2. Locate and right-click the CopyMachine_MAT and select “Create a Copy...”
  3. In the pop-up box, enter your map name exactly in the Package field. Enter your exact map name here. If your map is FS-25, type FS-25. DO NOT add “.udk” on the end. DO NOT accidentally choose “Move or Rename...”
  4. Enter whatever you'd like for Group. I suggest keeping the original name but adding a number corresponding to the spawn channel of the copy machine for this material instance.
  5. In the Content Browser, open your map the same way you would a package. In your map file, select the material instance that you just copied in from FS_Multiplicity.
  6. Open the properties of the copy machine mesh and go to DynamicSMActor > Static Mesh Component > Rendering
  7. Under Rendering, click the green ‘+’ next to “Materials”
  8. In the new material slot that's created, click the green arrow to use the material instance you just created.
  9. Return to the Kismet sequence. In the (SET MAT INST) boxes, point all 4 SetVectorParam nodes to your newly copied material instance (green arrow again.)
Notes

Switches


Instructions are written for the office terminal. (Bold italic text in parens) indicates alternate directions for the lab terminal.
To make a lab terminal, start with the office terminal prefab.

Prefab placement
  1. Place your switch prefab, which includes a trigger actor and Kismet.
Set Kismet
  1. Open the Kismet sequence for the switch prefab you've just placed. Anything that needs to be set is enclosed in a green box.
  2. (SET VARS) set the following variables:
    1. hasPower? (terminal starts with power on or off?)
    2. isEnabled? (terminal is enabled or disabled?)
  3. (SET SFX) set the following sounds using cues in FS_Audio_Office (FS_Audio_Lab):
    1. for SUCCESS use Terminal > Terminal_Office_Cue (Terminal > Terminal_Lab_Cue)
  4. Close Kismet for now. You will need copies of the monitor's MaterialInstanceConstant in your map to finish.
Material Instance setup
  1. Go to the FS_Office (FS_Lab) package.
  2. Locate and right-click the Monitor_MAT (CommandConsole_MAT) and select “Create a Copy...”
  3. In the pop-up box, enter your map name exactly in the Package field. Enter your exact map name here. If your map is FS-25, type FS-25. DO NOT add “.udk” on the end. DO NOT accidentally choose “Move or Rename...”
  4. Enter whatever you'd like for Group. I suggest keeping the name in New Name but adding a number corresponding to the spawn channel of the copy machine for this material instance.
  5. In the Content Browser, where you normally browse packages you will find your map. In your map file, select the material instance that you just copied in from FS_Office (FS_Lab).
  6. Open the properties of the monitor mesh and go to DynamicSMActor > Static Mesh Component > Rendering
  7. Under Rendering, click the green '+' next to “Materials”
  8. In the new material slot that's created, click the green arrow to use the material instance you just created.
  9. Return to the Kismet sequence. In the (SET MAT INST) boxes, point all 3 SetVectorParam nodes to your newly copied material instance (green arrow again.)
Lab terminal mesh
  1. (Select the terminal mesh, right-click, select Convert > “Convert Mover to StaticMeshActor”)
  2. (Open the properties of the monitor mesh and go to StaticMeshActor > Static Mesh Component > StaticMeshComponent)
  3. (Set “Static Mesh” to FS_Lab > CommandConsole > CommandConsole_MESH)
Switch action

(SET ACTION) assign whatever functionality you want from this node's “out.”

Notes