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Messages - Tycon

#16
Star Wars Republic Commando Chat / Re: SP tutorials
March 29, 2012, 01:34:48 PM
Well, since I have not heard people crying out for me to stop, I shall continue.
Adding doors(Advanced Movers/Events and Squad Actions I):

Find a door static mesh and add it as a mover(see mover tutorial).
Move the door to the doorway between the starting room and the hallway.
Set the door so that Base 0 is down and Base 1 is up out of the map(again, see mover tut).
Add another door between the hallway and the finishing room in the same way.

At the first door, on the starting room side, add a ScriptedTrigger(Actor Browser > AIScript > ScriptedSequence > Scripted Trigger). ScriptedTriggers are the 'brains' of your maps. You will be using them to organize events and other things.
Double click on the ScriptedTrigger. In the AIScript tab, select Actions and click on Add.
On the pull-down menu, select WaitForTimer, then click New.
In the new section that shows up, set PauseTime to 5.
Select Actions and Add again.
This time, get TriggerEvent in the pulldown menu, and click new.
In the new section, set Event to FirstDoor.
Double click on the first door, and set Events > Tag to FirstDoor, and Object > InitialState to TriggerToggle.

What this means is that the ScriptedTrigger will count 5 seconds after the start of the map,
and then trigger the event FirstDoor. That means anything with the Tag FirstDoor will be activated and do whatever they do.

Moving on to the second door:
In the Actor Browser, go to ActivateItem > HackTerminal > HackTerminalRAS and add one next to the second door, on the hallway side, like this:
Terminal goes where the '>' is.

_____[DOOR]_____
   |        >|
   |         |
   --       --
   |         |

Set the second door's Tag to SecondDoor, and InitialState to TriggerToggle.
In Actor Browser, open MarkerIconActor > SquadMarker > CTMarker > MarkerHackTerminalNative > MarkerHackTerminal and add one.
The marker looks like a hologram of a clone hacking a computer. put it up by the wall, and adjust the terminal so it lines up with his hand.
Double click on the marker, and while it's properties are up, select the terminal.
In the marker's properties, in the Marker tab, select Anchor and click Use. Also, select Actors, click Add, and click Use.
If these steps are confusing you, don't worry. The exact method is kinda hard to explain, but easy to do once you've got it. If you need more information, look at the droid factory tut.

Open the terminal's properties, and select the marker.
In the terminal properties, select Marker > SquadMarker and click Use.
Still in the terminal properties, select HackTerminal > HackedState > Event and set to SecondDoor.

This will make it so that when the terminal is hacked, the door will open.

Build All.

Open map in SinglePlayer mode. 5 seconds after the level starts, the door will open, showing the Trando ambushes.
Fight your way past them and hack the computer to get into the next room and end the level.
#17
Star Wars Republic Commando Chat / SP tutorials
March 27, 2012, 09:58:50 AM
Hey y'all, Tycon here with a little pile of SP mapping tutorials I whipped up a while back but never posted. If you like them, Sandcrawler, you can add them to the site. Here's the first:
Basic level(pathing):

create a map about this shape:

                               ___
                              |_ _|
                               [ ]
                               [ ]
                               [ ]
                             __[ ]__
                            |       |
                            |   X   |
                            |_______|


with you starting at the X and moving to the other end.
Bad guys will be in the hallway in the little dent/cave thingies in the wall.
Add the 3 members of Delta Squad.
Add Trandoshan Mercs in the dent/caves, 1 per cave.

Now if you right-click on any of the floors, a little menu shows up. click on Add Path Node.
Add a number of Path Nodes around the map.
Build Paths.
Right-click on the 3D window and check Show Paths. You will see green, white, orange, and red lines connecting your Path Nodes.
Try to get rid of the orange and red lines by moving nodes around and adding new ones.
Nodes are what the pawns use to get around the map. the lines are like roads that they use to navigate.
Green and white mean there is a good connection.
Orange means a poor connection, but the pawns will use it anyway.
Red means Unreal editor wants to connect, but can't. Pawns won't use these.

Go into the Actor Browser and expand Navigation Points. Select CoverPoint. Add some in your map where the O's are:

   __________
  |          |
  |          |
  |__O    O__|
     |O  O|
     --  --
     |O  O|
     --  --
     |O  O|
     --  --
     |O  O|
     --  --
     |    |
_____    ______
|               |
|               |
|      \/       |
|      /\       |
|               |
|_______________|


You will notice that the CoverPoints have an arrow. Rotate them until they all point down towards the starting room.
Add some CoverPoints facing up as shown:

   __________
  |          |
  |          |
  |___    ___|
     |O  O|
     --  --
     |O  O|
     --  --
     |O  O|
     --  --
     |O  O|
     --  --
     |    |
_____    ______
|    O    O     |
|               |
|      \/       |
|      /\       |
|               |
|_______________|

CoverPoints are what the pawns use when the take cover.
Their AI will tell them to go to the nearest CoverPoint facing the enemy.
The CoverPoints facing down are for trandos to use when fighting you on your way up.
The points facing up are for your commandos to use on their way up.

Build Paths and see how the CoverPoints are linked to the nodes. Adjust them as needed.
Build All and save.

Open in singleplayer mode as follows. Start a LAN server. type in 'start mapname'.
Enjoy!
#18
Very simple solution, I believe. I will hazard a guess and say that you are opening your map with the command "open mapname". That is the command for opening a map in MP. In MP, AI characters don't pay attention to what team they're on. They only do that in SP. To open a map in SP, use the command "start mapname". You will start as 1138 with a dc17 with 300 rounds, and maybe a pistol. I forget. Hope this helps!

EDIT: If you really wanted this map in MP, go to each pawn's properties, and in the Hidden tab, set bValidEnemy to false. That will make each AI invisible in the eyes of his fellow AIs.
#19
A gravity of 200 is, indeed, a force upwards. 0 would be no force whatsoever, which is a bad idea since you would never come down. A small negative number is what is used in the retail G9 and Hangar maps.
#20
Hmm...no solution immediately comes to mind. How about you describe exactly what you do to load the map, and maybe describe the map itself. That might help us see the problem.
#21
Properties Editing / Re: Mutators
February 04, 2012, 04:19:14 PM
Not yet. I'm more consistent at chattin on the forums than doing actual field work :P
#22
Properties Editing / Re: Mutators
February 04, 2012, 09:44:04 AM
Never thought of that... too sneaky, underhanded and subtle for me to think of on my own. that's INGENIOUS 8)
#23
Properties Editing / Re: Mutators
February 04, 2012, 06:28:08 AM
Quote from: kram on February 01, 2012, 09:19:42 AM
It seem to do this almost every time if the script is in a new package.

Sorry about the delay in responding... But this seems to be my problem. I've been putting my new mutators in new properties files. I did this so I wouldn't have to replace my old ones, so then i could join regular games without switching files. But since there seems no way around this, I'll have to do it this way.

Tycon out.
#24
Properties Editing / Re: Mutators
February 01, 2012, 08:58:22 AM
:D Glad my long-winded, math-laden words could help! Would you mind telling me how exactly you get UnrealEd to compile my code? I am trying to make a mutator of my own(very simple one, to start with), and I can get to the phase where I'm in the script editor. I make my (perfectly legitimate) code, and then I click on "compile changed". Then the editor crashes :-\

Tycon out.
#25
Properties Editing / Re: Mutators
January 31, 2012, 09:58:53 AM
Alright, I think that in order to be of more help, I should know more about your problem. From what I know, you have your homing rocket all set up, except for the part about turning to face the target. You would like to give it a constant number, e.g. turn 12 degrees towards the target every tick, but for some reason the code won't accept that. It will only take a fraction, e.g. turn 12% of the way towards the target. Am I right so far?

Next would be comparing the three methods, 1. turning a constant value every tick, 2. turning a fraction every tick, and 3. turning a fraction proportional to the distance every tick. A certain error with option 1 would be that if you time it right, you can get the rocket to "orbit" around you, by being to the side of the rocket such that it will never make a turn sharp enough to reach you. In addition, if the constant value you chose was 12 degrees per tick, then if the rocket was 7 degrees off to the right, then it would be 5 degrees off to the left. In this case, (and many others) the rocket would never be perfectly facing the target.

2. You would be able to make this one "orbit" you as well, and the rocket would also never perfectly face the target. It would just get closer and closer, like 2 degrees off, then .7, then .03, then .0008, like that. Of course, that's not really a problem withsuch small fractions, because it's such a small margin that the rocket would hit the target anyway.

3. I'm pretty sure you could make this one "orbit" too, but tweaking the equation would make the circle so small it would hit you anyway(come to think of it, that solution works for 2 as well) It would also get a smaller and smaller margin of error, like 2.

In all, it's 2 and 3 that are the best choices(at least to me). It's just a matter of taste, I guess. Sorry for being so long-winded, I'm just trying to exhaustively cover the question to get you as much info as fast as possible.

(one last thing) I guess my hint in the previous post was way too subtle, but as I said, UnrealEd crashes whenever I try to compile code. Any tips?

Tycon out.
#26
Properties Editing / Re: Mutators
January 30, 2012, 08:52:31 AM
Quote from: kram on January 28, 2012, 08:03:54 PM
So, if there is anyone who has any ideas, i will welcome them.
I don't have much experience with UnrealScript(because every time I try to compile UnrealEd crashes), but I have a fair amount of experience and skill with C/C++, which is related to UnrealScript(I also like math). I would recommend maybe something that takes into account how far the rocket is from the target(in, let's say, "D" game units) and the angle it needs to turn to get there("A" degrees). "A" would be the angle the rocket would turn to immediately be facing the target. You could set up some code to make the angle turned every tick proportional  to the distance from the target. We would have to define a "maximum distance" of some sort. in this example it will be 10,000 game units. If "D" is equal to 4,000(4,000 units away from the target), that is (4,000/10,000) = 4/10 = 40% of the "max". So we would make the rocket turn 100% - 40% = 60% of "A" towards the target. With this code, the closer the rocket is to the target, the sharper the turn. With some precise aiming, you could make the rocket spiral towards the target lol. If any of this is horribly confusing, just ask.(this is, after all, the first time i have ever explained code to someone via the Internet).

Tycon out.
#27
Completed Maps / Re: [RC] Shadowlands
September 05, 2011, 07:44:44 AM
Maybe you do stuff like a weapon mod, where you edit the anims so the pawn is transparent, but is sorrounded with smoky/wraithy/creepy stuff
#28
Completed Maps / Re: Re: [RC] Shadowlands
August 29, 2011, 05:35:49 AM
Quote from: Dark Lord on August 27, 2011, 04:14:19 PM
something that fits wraithness :)

Maybe you do some graphics work, make a 2d picture of a ghost/wraith/spirit/ethereal being and then use the picture in a particle system. make'em transparent and stuff, then you got ghosts flitting through your map
#29
Completed Maps / Re: [RC] Shadowlands
August 22, 2011, 01:48:21 PM
Well for freakyness try the soundtracks from the early part aff the assault ship caampaign. hmmm...now that I think about it, why not borrow tons of ideas from there? I remember almost wetting my pants the first time i played that
#30
Well first off you need a link to a modded properties.u file.(this file determines the properties of the things in the game) Or you could make one yourself. once you have one, you go to My Computer > C drive > Program Files > LucasArts > Star Wars Republic Commando > GameData > Properties and add your modded properties.u file in place of the existing one. Once you do this, you can only play in servers that have other players with the same files installed, and you can't join servers that don't.