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Messages - Danny

#16
Any updates on server launcher?
#17
Can't wait for version 3.0, and thanks for the 2.3 update. Do you have a timeframe as to when 3.0 will be out?

Thanks,
Danny
#18
General / Re: Looking for help
August 27, 2009, 07:27:52 AM
Im assuming this is Repcom? if so I could help with abit of level design
#19
Maps in Progress / Re: dm_disco
August 07, 2009, 11:43:57 AM
Almost done with the parking lot, just goig to add afew more things.
#20
Yea I actually just started a CTF and it worked fine. However, how does one enter the password to a server? I hosted one with a password and I couldnt join my own server.


Oh, and if you can, can you code in a way to set up a maplist?
#21
Unreal Engine 2 General Modding Chat / Re: code
August 06, 2009, 12:59:00 PM
hud 0 gets gets rid of everything in your first person view (hud 1 o get it back)

If you mean the actual model of a clone while playing. Only the Host can see these models if you do use the code. However, I have to ask somebody before I can post the code because they might not want to share.
#22
Maps in Progress / dm_disco
August 06, 2009, 11:25:51 AM
Just started on this map, and isnt nearly done. I just finished adding alkl the vehicles to the parking lot, but it still needs alot more work. I plan to add lamp poles outside, and make it more realistic. The biulding will get a second story, a kitchen, and a basement.
#23
I get this error when I go to launch my server:


Any help would be greatly appreciated and thanks so much for the server tool!!

EDIT: When I run as admin, I dont get the error, but after about 1 second after the window with all the server info appears, it crashes. It might be my version of RC because I was screwing around with some stuff, but I have to get my discs back form my friend, so I cant reinstal yet. Anyways, if you know anything else that could cause this please respond  :D
#24
There is an option to allow it if you type "preferences" in consol. I never got it to work though.
#25
*bump*
#26
Before importing sounds, we need a map to put them into. Make a 256x256x512 box. Texture it with whatever texture you want and add lighting and a spawn.

Next we are going to have to add afew triggers. To do this open up the Actor Class Browser(the one that looks like a pawn). Then go to Actor->Triggers->Then select Trigger. Add two of these all in the same general area as one another. Next, we need two scripted triggers. For this go to Actor->AIScript->ScriptedSequence->Then highlight ScriptedTrigger and place two by the other two normal triggers.

Now we are going to take a break from the triggers and imprt some music into the editor. To do this, we are going to need to download a music converter file called dBpowerAMP Music Converter. It can be found at this link http://www.dbpoweramp.com/download.htm . One you have this downloaded this, open it up. As soon as you open it up, a window will open that is a browsing window. Browse for the file you want to convert and click open. Now, a conversion window will come up. The options you need are:
 
Once you have these setting selected, click convert and wait for it to convert. Once you have the file converted, head back to UnRealEd.
Once in the editor, open up the sound browser(the one that looks like a speaker with sound coming out of it).  Then click File->Import-> Browse and Select Your file. After this screen, another one will come up with options on it. For this type in the following:
 
Package type in: myLevel
Group: Leave Blank
Name: Whatever you want.
Then click okay. To test if your music worked, select it and click the play button. If you don’t hear anything then you messed uo somewhere.
Now, you may be asking, how do I put this into my map? To do this, we are going to use those triggers we added earlier.
Select one of the scripted triggers. Go to AIScript-> Actions. Then add steps until you have 4. The first step is labled “0” so your last step should be “3”. Type in the following to each step:
0- WaitForEvent  "ST_Play_Music", -1, False, ""
1- PlaySound  Sound'myLevel.insertsoundnamehere', 1, "None", False, False, SLOT_Misc, ""
2- TriggerEvent  "Music", ""
3- GotoAction  0, ""
Now select the other ScriptedTrigger and make it so you have 3 steps (it will be labled as #2). For each step type the following:
0- WaitForEvent  "ST_TriggerMessagex", -1, False, ""
1- ShowPrompt  "Press @ to Play insertnamehere", ("Use | onrelease StopUse"), 2, False, True, True, ""
2- GotoAction  0, ""
Now select a non-scripted trigger and go to “Events” and type “ST_Play_Music” in the “Event” spot. Then for the last trigger (the other non-scripted one) go to events and type “ST_TriggerMessagex” in the same spot.
Congratulations! You have now added music to your map. Go test it out, if it doesn’t work email me at mailto:dannycow@gmail.com">dannycow@gmail.com .


Edit: I didnt spell check this so I hope people dont mind afew typos >.<
#27
I have figured out how to import sounds(like music) into maps, so I was wondering if you guys wanted a tutorial?
#28
Okay...I got it to play sounds when some1 presses use, now my problem is importing music. It says .wav files, so i converted the song i wanted and imported, but it is just silent. I found on a site that it needs .it .s3m or .xm files, but how do i gte those....?
#29
The one thing that im having trouble with is what would be my first event on the tirgger. On the blastshields they have WaitForEvent "ST_Life_Base_Red" or sumthing like that.
#30
Also is it possible to make a trigger, so hwn a player presses use it plays a sound?