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:
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:
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:
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!
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!