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| Unreal Tournament 2004 : Unreal Editor Help : Change start weapon for a level |
[Forum Rules] |
Beatonator  |
Posted 21st Dec 2007 11:38pm |
Post 2061 / 3716
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Ok, kinda need this for a level im making. I need to have the starting weapon changed, but only for this one map. Any ideas? |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Assaultman67  |
Posted 22nd Dec 2007 4:33am |  |
Post 2854 / 4376
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i couldn't find how |
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| RED-FROG |
Posted 22nd Dec 2007 1:06pm |  |
L4Y Resident Post 2317 / 5258
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I only know there is a map which forces you in a spaceship vehicle at spawn. But forgot the name. |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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Assaultman67  |
Posted 22nd Dec 2007 7:55pm |  |
Post 2855 / 4376
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ill take a look at it ... its lke AS-Mothership or something like that
still not quite sure if this would help beatonator though 
Edit: there seems to be a trigger that takes the players and respawns them in the building ... but i have no idea how the players spawn as fighters |
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Modified Dec 22nd, 08:10pm by Assaultman67 |
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| Boney |
Posted 22nd Dec 2007 8:56pm |
L4Y Member Post 183 / 201
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Why not just spawn on top of the weapon? Isnt that sort of the same thing? |
http://www.rffrag.co.nr
Check out me and Unborns server |
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Beatonator  |
Posted 23rd Dec 2007 4:21pm |
Post 2062 / 3716
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| Quoting Boney | | Why not just spawn on top of the weapon? Isnt that sort of the same thing? |
I did wonder about that, however I feel that weapons in the corners of the rooms would look kinda daft.
Maybe a Trigger to "add weapon" and "remove weapon" 
EDIT: anyone know how to do this? Im hoping its just like RFs Event system |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
Modified Dec 23rd, 04:37pm by Beatonator |
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| RED-FROG |
Posted 23rd Dec 2007 4:43pm |  |
L4Y Resident Post 2325 / 5258
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I've made a trigger script for that. It removes the weapons from the player.
*needs some tweaking, and online test though.
online test was succesful.
heres the code:
| Code |
//=============================================================================
// RemoveRFHandgunAndShield.
//=============================================================================
class RemoveRFHandgunAndShield extends Trigger
placeable;
var RFShotgunPickup Shotgun;
function Touch( Actor Other )
{
local RFShotgunPickup SHOT;
Super.Touch(Other);
if(Shotgun == None)
Shotgun= Spawn(class'RFSystem.RFShotgunPickup', Other);
else
Shotgun.Destroy();
if ( Pawn(Other) != None)
{
// remove Handgun
if(Pawn(Other).FindInventoryType(class'RFSystem.RFHandgun') != None)
{
Pawn(Other).DeleteInventory(Pawn(Other).FindInventoryType(class'RFSystem.RFHandgun'));
}
// remove shield
if(Pawn(Other).FindInventoryType(class'RFSystem.RFRiotEquipWeap') != None)
{
Pawn(Other).DeleteInventory(Pawn(Other).FindInventoryType(class'RFSystem.RFRiotEquipWeap'));
}
}
}
function UnTouch( actor Other )
{
Super.UnTouch(Other);
if(Shotgun != None)
Shotgun.Destroy();
}
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You need this code for your map.
Open your map, go in actor browser, look for "Triggers" -> "Trigger"
Right click "Trigger" and click on "New".
Package will be: MyLevel
Name will be: RemoveRFHandgunAndShield.
If you want a different name, then the class name in the code.
Paste the whole code into the window and click on the 2nd button with the paper image "Compile Changed Scripts"
Now add this actor to your map, save the map and it's embedded. Once you remove all of these special triggers from the map, and save the map again, it's removed from the package.
Note that I have made this script for the MW weapons, I'm not sure if you wanted it for the MW map you are recently working on or not. If not, I can modify the script so it will work for UT2004. The script could even be advanced with drop down lists so it's possible to choose the guns from a dropdown list...but meh. |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
Modified Dec 23rd, 05:22pm by RED-FROG |
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Beatonator  |
Posted 23rd Dec 2007 7:19pm |
Post 2065 / 3716
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That is perfect Frog! Excellent work!
thanks ever so much for that. I may need to remake the map though, turns out the RF characters are smaller than I thought. I thought 256 x256 x 256 is the same as 4 x 4 x 4, turns out I think it equals around 128 x 128 x 128. Its quiet cool though. The bots are friggin impossible to beat though. I think they beat me to 30 kill limit and I only got 15 |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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| RED-FROG |
Posted 23rd Dec 2007 8:00pm |  |
L4Y Resident Post 2327 / 5258
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Yea many were complaining the bots were too hard. I hope they are easier in 2.1. Havent compared to 2.0.
If you have tested it yet, you might have noticed that a shotgun pickup appears when you are standing on the trigger. If you want to get rid of this then I have a corrected code for this..I kept thinking of difficult solutions while I now got the easiest one for you
| Code |
//=============================================================================
// RemoveRFHandgunAndShield.
//=============================================================================
class RemoveRFHandgunAndShield extends Trigger
placeable;
var RFShotgunPickup Shotgun;
function Touch( Actor Other )
{
local RFShotgunPickup SHOT;
Super.Touch(Other);
if(Shotgun == None)
{
Shotgun= Spawn(class'RFSystem.RFShotgunPickup', Other);
Shotgun.bHidden = True;
}
else
Shotgun.Destroy();
if ( Pawn(Other) != None)
{
// remove Handgun
if(Pawn(Other).FindInventoryType(class'RFSystem.RFHandgun') != None)
{
Pawn(Other).DeleteInventory(Pawn(Other).FindInventoryType(class'RFSystem.RFHandgun'));
}
// remove shield
if(Pawn(Other).FindInventoryType(class'RFSystem.RFRiotEquipWeap') != None)
{
Pawn(Other).DeleteInventory(Pawn(Other).FindInventoryType(class'RFSystem.RFRiotEquipWeap'));
}
}
}
function UnTouch( actor Other )
{
Super.UnTouch(Other);
if(Shotgun != None)
Shotgun.Destroy();
}
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You simply doubleclick the previously created actor while your map is loaded and overwrite the whole script with this one.
The only change is "Shotgun.bHidden = True;" |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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Assaultman67  |
Posted 23rd Dec 2007 8:45pm |  |
Post 2862 / 4376
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| Quoting REDFROG | | Yea many were complaining the bots were too hard. I hope they are easier in 2.1. Havent compared to 2.0 ... |
well, its kinda a hit or miss thing ... when you mix extremely accurate weapons with weapons that spray ammo ... the bots skill will act differently
the bots aim is somewhat off for all weapons ... but its never extremely off ... so with a weapon such as a shotgun the bots can easily hit you because they are close enough ...
so they are great in close quarters combat, but horrible with long range sniping(well, compared to the player ) |
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Modified Dec 23rd, 08:48pm by Assaultman67 |
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| RED-FROG |
Posted 23rd Dec 2007 9:12pm |  |
L4Y Resident Post 2328 / 5258
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| Quoting Assaultman67 | | Quoting REDFROG | | Yea many were complaining the bots were too hard. I hope they are easier in 2.1. Havent compared to 2.0 ... |
the bots aim is somewhat off for all weapons ... but its never extremely off .. |
oh yes...
I havent noticed it for a long time. Now for 2.1 it's fixed.
I built 2 testing range maps, one for RF and one for MW, sized 1:1 and compared the screenshots of the targets, and did changes |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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| Molodiets |
Posted 23rd Dec 2007 9:19pm |
L4Y Member Post 1732 / 2687
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| Quoting Assaultman67 |
so they are great in close quarters combat, but horrible with long range sniping(well, compared to the player ) |
Is it a generality? I sometime play UT2004 Ictf on servers against bots (when there is no one else) and in some situation they are better than human players.
Of course the one that is guarding the flag is stupid and you can take your time to aim from afar for it doesn't notice your presence until you get closer.
But unlike players it's nearly impossible to teleport or even jump across a bot. They become really accurate as you come closer and you can't confuse them with strange moves if your close. So that's true even with long range weapons with no spray damage like super shock rifle
Don't know if it's different in MW. |
| spoilsport |
Modified Dec 23rd, 09:24pm by Molodiets |
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Beatonator  |
Posted 23rd Dec 2007 9:25pm |
Post 2066 / 3716
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Ok, done the actor, created the original script, read your new post, re-opened UED altered the script... recompiled... Saved... tested... and nothing.
anything I could have missed?
Edit: BTW, I cant log on to the MarsWars website. everytime I do it says signed in now transferring the page im on, only for it to load the forum index and not be signed in. |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
Modified Dec 23rd, 09:26pm by Beatonator |
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| RED-FROG |
Posted 23rd Dec 2007 10:57pm |  |
L4Y Resident Post 2329 / 5258
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Damn, you can still see the weapon appearing?
After you load up unrealed again, will the script be the new or the old one?
I have no idea why the login isnt workign for you I gotta ask sobe when hes online. You MAY have entered the password or username incorrectly.
Oh and I just seen that the shotgun will only have 8 shots..you can also change that if you want. Or are you going to place ammo pickups in the map? |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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Assaultman67  |
Posted 24th Dec 2007 2:30am |  |
Post 2863 / 4376
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ill tell you why the MW site isnt working ... it because sobe keeps messing with it ... but seriously, its not working because hes messing with it LOL
hes trying to add arcade games or something like that ... its been having problems like this before ... wonder how long untill he notices |
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Beatonator  |
Posted 24th Dec 2007 12:20pm |
Post 2067 / 3716
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Hmmm, will check the script again.
Do I need to link to it, or trigger it or anything? Remember I know nothing about UED really.
So far I have...
1. Actors->Triggers->Trigger
2. Right clicked Trigger->New
3. Altered properties->MyLevel->RemoveRFHandgunAndShield
4. Copy/Pasted Script
5. Compiled Changes
6. Found the RemoveRFHandgunAndShield Trigger
7. Right clicked in Perspective, added RemoveRFHandgunAndShield
8. Build ALL
9. Save
10. Read new script, re-opened UED
11. Changed the script (which was saved previously)
12. Compiled Changes
13. Build ALL
14. Save
15. Play Test
The map is a serious fragfest 
Cant wait to get it sorted, I remade 2 of the Textures (only 4 in the map) as I thought what the hey, well actually I remade all 4 but 2 of them (the floor & walls) looked really weird. The new ceiling texture looks good as does the new doorway lights
Dang wondered if it was Sobe. 
I went to reply in the thread on there and it just wouldnt let me. have tried logging in like 20 odd times. |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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