Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Tycon

#31
Is UT2004 a later version than what they used to make RC? cuz if it is, the RC editor probably can't handle whatever new features there are.
I know that this is probably(even most likely) a stupid question and you probably(again even most likely) made sure u got a version that is compatible with RC, but this is all i can think of.
#32
Yeah its complicated...

Unfortunately, what you're asking really can't be done. The AI for the commando wants to hold the DC17 and only the DC17. If he doesn't have one, he grabs his "invisible weapon" that doesn't do anything. Unless you want to get really hard-core and redo the script of the commando, there's no way to do it.
#33
Fraz, i think your way would work, but since it isn't, here's another.

In your map, add the trandoshans you want to be in your squad.
double click on each one to get its properties.
in the AI tab in the properties, set bCanBeSquadMember and bCanDoSquadMarkers to true.
Finally, you add the anim packages for sp markers and mp weapons.
#34
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):

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:
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:
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!
#35
What exactly do you mean by help? Because I am working on a Single Player Maps For Dummies tutorial, which will have discriptions to the different things you will need to make a competent SP map.
#36
and seeing your ideas about deathtroopers and all, when choosing bad guys to spawn, choose the CloneTrooper, not the CloneTrooperTM. the non-TM is better
#37
Well first off the thinf you put in Tag or Event has nothing to do with what spawns. the Prototype controls that. the Tag is the name you give it so you can link a factory to a trigger.

to have multiple factories: place your factories where you want them. place 1 trigger where you walk in. make all factories' Tags the same thing, like Attack1Factories. make the trigger's Event the same thing.

And also really try to get the hang of the whole Tag\Event thing, it shows up in other cool stuff.
#38
ok here goes.

in your map, add a pawnfactory. no dispensers. open the factory's properties. in the Events tab, set Tag to SpawnCTs (For Spawn Clone Troopers-which is what we we will be doing). In the factory tab, set capacity(if there is no cell named capacity then there is one sith a similar name-I don't really remember) to 5. Capacity is how many guys it will spawn. Set Maxalive and MaxinWorld each to 5. These say how many it will be in existence. Set SpawnDelay to .1. This is how long it will wait before spawning another. and finally, set Prototype to CloneTrooper. now the factory is done, but we need something to make it start.

Enter the Trigger. in the actor browser, goto Triggers>Trigger and add one. Open the trigger's properties. In Events, set the Event to SpawnCTs. in Object, set TriggerType to TT_Use. Build All and save. open your map in RC. go to where the trigger is and press 'F'. that will make it start.
#39
Don't  have the time right now, but I should be able to put it up within the week
#40
you back up a couple of classes in the actor brower to the PawnFactory. that can spawn any pawn
#41
Yeah I think the anitportals is how you do zoning with terrain,
#42
Completed Maps / Re: Sub Base
May 10, 2011, 05:19:05 PM
#43
Quote from: {CCP}VI on May 09, 2011, 04:21:15 AM
can't explain it more detailed. sorry.

It'sOK, I figured it out after taking a 37th look at your instructions. and thanks for the link and all the info
#44
Wait so basically in a mutator you define a number of functions, and call them with the cheat menu. to call them you enter the function's name followed by it's arguments. am I right?

EDIT: i tried to make it editable, but it didn't work. Could you please just o over that part with more detail? :P
#45
Ok last post before we wait for Omega 27 or Pineapple to show up and say something. I just wish there was a way for automatic map download from server when you join that would be cool