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Messages - shintofreak

#1
Properties Editing /
March 24, 2008, 11:36:36 AM
The effect you want to achieve is to have a pawn be extremely inaccurate.  There are actually two ways to do that.  Both of them involve editing up your properties file and you'll have to switch files when you want to play multiplayer.  For the first method, and the one that will probably be better for you, you'll want to open up the actor classes browser in unreal editor.  Then, you scroll down until you find pawns.  Under pawns, there are a few subclasses.  The two main ones, I think, are called CTPawn and Turret.  If it's not that it's something close, but I'm writing from memory and don't feel like opening UE to look.  Anyway, under CTPawn there should be more subclasses.  Depending on what type of enemies you want to edit, you'll have to look under different subclasses.  I'll do this example with a clone trooper.  Clone troopers' affiliation is with the republic side, so you'll want to open the republic subclass.  Under republic there are yet more subclasses.  I believe clones are under the one called, (surprise) clones.  Under clones I believe there are several different classes.  Clone advisor, clone trooper, and clone commando.  There may be more, but I'm not going to look unless you still can't figure this out.   :? Pick the class called clone trooper, right click on it, select actor properties.  Or you could just double click.  You'll now have a nice unrealed actor properties pop-up box.  It should say something like clonetrooper default properties.  In the box there are different categories.  Some are more useful than others.  The one you want is probably pawn.  The properties in here are the ones that are the most relevant to that pawn's ingame functions.  These properties include it's health, what happens to it when it dies, whether it can be dismembered, and if so, what bones should come off, damage multipliers(usually the head),  what weapons the pawn should have, and, I think, the accuracy of that pawn.   You can change any of these to suit your own needs, and the Hidden categorie has many other things you might want to change, such as whether the pawn can fly, what animations it uses, it's speed on ground, air, and water(this one is barely applicable in RC), and others.  If you want to change the size of your pawn, you can edit the drawscale and the collision properties(collisions for pawns are tricky when you're making the pawn bigger, so you have to play around a bit).  The other method to change your pawn's accuracy is to change the aimerror of the weapon that the pawn uses.  To do that, you uncheck the box that says "placable classes only" and then go to inventory.  Then you go to weapons, find the weapon you need, open the MP weapon properties if it's an MP weapon the AI has, or the regular one if it's not.(regular will edit the MP as well, but if you don't want to mess up the game for SP, edit the subclass  that has MP at the end.  ie.  DC17mSniperMP.)  In the properties box, open the weapon categorie and aim error should be the first property on the list.  That's a lot of work to read that all, and even more to type, but actually editing stuff doesn't take that long, and it's not too hard either. :)
#2
General /
March 19, 2008, 06:56:58 AM
Just so you know, you can sort of "cheat" in multiplayer, but it will give everyone else the same abilities that you have, and you have to enter the codes on the server host machine.  The set command, quoting from unreal wiki, is probably the most powerful command there is in unreal.  If you know the name of the property, which you can find by looking at the properties in unrealed, or by using the editactor class=(insert name of actor of which you want property names), which will give you a temporary version of the same property window that you get in unreal ed.  Anyway, if you use set *classname* *propertyname* *variablename*, you can edit any property you want, provided you are the person hosting the server.  For example, set pawn collisionheight 0 will make it so that your character has no height whatsoever.  They will  appear to be the same size, but walking around can be quite hard, especially as it will most likely cause you to fall through static meshes.  Another example, set pawn maxhealth 300, will make it so that you then have 3 times the capacity on your health bar, but will not change the actual amount of health in it.  These are just basic examples, and, like I said, the set command can be used with everything, including pawn, weapon, and inventory, which are probably the most useful.  If you enter the code in your server before anyone joins, then it will apply only to you, but it generally applies to everthing of the specified class that is in the server.  Now i'm tired of typing, so I'll let you figure the rest out on your own. :wink:
#3
Properties Editing /
March 19, 2008, 06:37:16 AM
Um, I think arramus already covered this.  I think it's called "Changing pawn's accuracy at default actor properties" or something like that.  Anyway, it's in this same section of the forum.
#4
General /
March 10, 2008, 12:00:43 PM
Just a question on this subject.  Even if there are people on this site who map and occasionally play, does anybody besides us play the maps we make?  I'm starting to wonder if perhaps there are already more maps in circulation than necessary.  Nobody is interested in hosting a bunch of servers and there are only a handful of maps that get played out of who knows how many.  Does anyone else get this impression, or is it just me?
#5
I've been trying to use the downloads area of the site, but olate download wants me to upgrade or something.  Anyway, I don't know the info it's asking for when I try to upgrade.  If anyone knows a solution to this please let me know.
#6
Completed Maps /
December 13, 2007, 06:41:26 PM
Thanks, Sandcrawler.  
Heres a few screenshots of the level, like you suggested.
First, the main room that is between the bases, viewed from different angles.





This is one of the base rooms.  The other one is identical except for the decor :)

Here's 2 pics of a bridge that runs parallel to the main room.



#7
Completed Maps / DM/CTF Team Training maps
December 13, 2007, 11:13:56 AM
I made this map in such a way that it would be good for teams to play on.  There are two identical bases, one for each team.  If changing the team settings on the spawn points worked the way I thought it would, then the spawn points should be divided fairly well between the teams.  I designed the map to have several routes between bases, but I also put triggers in which can remove key bridges so that only one route is available.  I tried to make this map as fair as possible, and I hope that you people enjoy it.  If I made any significant errors on the map, comment about it on the download, PM me, or post it on this topic.  I'll then try to fix them as soon as possible.
#8
Completed Maps / Trio Map Pack
December 12, 2007, 07:43:14 AM
The Trio map pack in the download section is made by me.  I would really appreciate it if you would leave your comments in this post.  Feel free to criticize me on anything regarding the maps.  I'm kind of new to mapping and would like feedback so I can improve my maps.  These maps are kind of rough around the edges, I just made them good enough to test but, based on the stuff I hear about them, I'll be combining the best parts of them into a better map.