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Topics - Tycon

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1
Star Wars Republic Commando Chat / SP tutorials
« on: 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:
Code: [Select]

                               ___
                              |_ _|
                               [ ]
                               [ ]
                               [ ]
                             __[ ]__
                            |       |
                            |   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:
Code: [Select]
   __________
  |          |
  |          |
  |__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:
Code: [Select]
   __________
  |          |
  |          |
  |___    ___|
     |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!

2
Single Player Level Design / Sinlge player tutorials.
« on: June 11, 2011, 02:40:38 PM »
A number of tuts for helping you figure out how to make SP maps of your own, in addition to understanding the things in the retail SP maps.

Basic level(pathing):
Code: [Select]
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 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!

Adding moving doors between rooms:
Code: [Select]
Adding doors:

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).
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.

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.

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.


Adding factories to your map:
Code: [Select]
Adding pawn factories.

Here we will add factories to make the Trandos. If you play the map like it was at the previous tutorial,
you might hear the mercs snarling and talking before the door opens. To avoid this, we add the factories.

Actor Browser > Factory > PawnFactory and add one where each Merc is. Delete the Mercs.
Rotate the factories so their arrows are facing the first door.
Hold down the control button and select are the factories. Right click on one and select Open Actor Properties(10).
The collective properties of all the factories will open.
Events > Tag to FirstDoor. The same way the door opens when the event 'FirstDoor' is triggered, the factories will start spawning.
Factory > Capacity to 1. This means the factories will each spawn 1 Merc.
Factory > Prototype(a pulldown menu) to TrandoshanMerc.

Now when the door opens, the Mercs will spawn, ready to fight.
More to be added later!

3
Unreal Engine 2 General Modding Chat / Mutators
« on: May 01, 2011, 09:28:19 AM »
What are they? i have seen these for KF but how do I make them and what makes them special? Thanks in advance for answering my intense curiosity

EDIT: I found the mutator in the actorclasses. untick placeableclasses, and its in info. anyways, the script says they do this:
// Mutators allow modifications to gameplay while keeping the game rules intact. 
// Mutators are given the opportunity to modify player login parameters with
// ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change
// the default weapon for players with GetDefaultWeapon(), or to modify, remove,
// or replace all other actors when they are spawned with CheckRelevance(), which
// is called from the PreBeginPlay() function of all actors except those (Decals,
// Effects and Projectiles for performance reasons) which have bGameRelevant==true

It's like a mod that when done be manually editing props would make you unable to join servers, but you can join anyway. I suspect this is how the TX instagib was made, and in CCP server the dc has zoom from a mutator.

4
Properties Editing / Shadow Mod
« on: April 19, 2011, 01:56:32 PM »
Hey sorry if the name made you think I was working on something, but it's really a question. In a certain thread, FrazScotland mentioned how instead of altering original properties files, he added a new .u file. Ergo*, he had new weapons and stuff, but it was still compatible with regular RC servers. Do I have this right? Or am I missing something?

*Ergo=Therefore ;)

5
Star Wars Republic Commando Chat / XMapList
« on: March 28, 2011, 09:24:47 AM »
in the updated RC, there are two xmaplists, named xmaplist and xmaplistupdated(the updated one having Hangar on the list) does this mean i can have multiple xmaplists and the comp can look at all of them? like i could make a mappak and just download the new maplist too, without having to alter the other one

6
Modeling / Making SMs....From UNREALED!!:D
« on: January 04, 2011, 09:57:23 AM »
alright you make a bunch of added boxes in the shape of the sm you want, then you select it all, arightclick, and Convert > to Static Mesh... and a little thing comes up asks for package, group and sm name (i haven't gotten around to actually doin it so dunno if it works, but it should)

BYE BYE BLENDER!!!!!!!!!!!!!!!!!!!!!!!!

7
Matinee/Animation / LightSaber
« on: December 26, 2010, 06:00:44 PM »
I havean idea to make one but i need someine to show me how to make anims and HudArms. I think i can take it from there

8
Single Player Level Design / Objectives
« on: December 16, 2010, 04:06:00 PM »
Any1 know how to make them work? I'd usually try to make expirements or study the maps made by the RC crew, but it's really complex and i can't find a simple enough map. What I do know is that you need CTSquadInfo with a list of pathnodes as objectives, you need a little dino head tingy called Objectives with a list of objectives, and you need the scripting to update them. That's it. dunno how these interact or anything. If u know anything, plz share (even if it's not everything) I'll try expirements if I get more info. (If i figger it out I'll post on this topic)

THANK YOU IN ADVANCE :D[/size]

9
Properties Editing / Burn Textures
« on: December 15, 2010, 04:17:43 PM »
I noticed that pawns have a property (in Pawn) that says Burntmaterial or something like that.I thought it would be like a tex swap when you blow it up with a thermal nade, but that didn't work. anyone know what it does?

10
Projects / Great COOP Idea
« on: December 15, 2010, 04:14:25 PM »
IK there's lotsa problems with AI in MP(Crashes server, guns aren't as powerful, blablabla...) but wat about a TDM COOP? we take a map like RAS_03c (the one where you blow up the trando ship) and add a bunch of trando spawns in the hangar. then add a bunch of triggered rep starts along the map. The reps have to blow up the make it through the map (trig starts turn on and off as you progress like in the tut) and the trandos have to stop them and hold out for a certain amount of time. if the reps blow up the ship,(the ship will be a prop, and I'll leave the turrets) it says a message like Blue Team Wins! and vice versa then open a new map

Opinioins? :D:D:D

11
Properties Editing / Some Mod Questions
« on: November 20, 2010, 07:23:48 AM »
Hey again just some problems with my mods.

I make a backup of the properties.u file and then go and change the weapon stuff. i change the name of the properties file to save and then change it back. once that's done I gofire up RC and......nothing's different  :'(

and some questions too

how do you change the ammo count? i cant find the exact property to change
and
How do you make a mod the the TX instagib sever or the SRT things where you DONT need the properties file to play

12
Star Wars Republic Commando Chat / Squad Mod Help
« on: November 05, 2010, 05:55:32 AM »
I'm trying to make a new squad and I've been trying to do it by adding one of the Delta commandos and changing his skin and stuff like that, but on my HUD he still has a little "fixer" hovering over him and he is still number 40. I know that I can't change the number, but can I change the name?
I know another way to do this i to start with CommandoClean or something like that and make him a squad member, and that would be good, but i cant change his accuracy. i open his actor properties and try to change accuracy but it wont let me type

HELP!!![/size]

13
Unreal Engine 2 General Modding Chat / Cant multiplay
« on: June 29, 2010, 08:40:26 AM »
Ive set all the level info to the same as the maps that already work. how do i get it to be multi player?

14
Unreal Engine 2 General Modding Chat / I need Mapping help
« on: May 22, 2010, 11:16:46 AM »
Hey ive created several maps and sent them to a friend but he cant join whe i make the server. he was able to join a standard map though.

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