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Posted: 15-07-2004 16:09
by Steve-O
mwuahahaha for a goal effect you should make a golden snitch, and two bludgers fly araound, with a broom chasing them MWUAHAHAA lol, though that would be... hard to do :D

Posted: 17-07-2004 19:28
by =(ACE)=Nolan
nice idea, but i dont think that i will implement it.
cause i dont wanna clone ***ditch. its copyright protected :)

i´m currently woking on the next beta, we are just testing the new flyingvolume code, maybe its working now.

even though i´ve made some improvements.

a big MINUS to deathball 2.0!!!!
i cant turn off playerspawn with a trigger, only enable them.
even a scripted trigger set to destroy those spawns wont work,
and setting those spawns to bNoDelete = false in advanced options wont compile.

work on that please!!!!!

here are two links to unrealwiki:
http://wiki.beyondunreal.com/wiki/PlayerStart
http://wiki.beyondunreal.com/wiki/ScriptedTrigger

thx
nolan

Posted: 19-07-2004 20:41
by =(ACE)=Nolan
Version 1.0 is out now!!!

And the FlyingVolume does work online now!!

So grab it fast :)

Nolan

Posted: 19-07-2004 23:08
by UnrealKrake
=(ACE)=Nolan wrote: i cant turn off playerspawn with a trigger, only enable them.
even a scripted trigger set to destroy those spawns wont work,
and setting those spawns to bNoDelete = false in advanced options wont compile.


If you can't turn them off, maybe moving them out of area could help (not a perfect solution but could help). Perhaps if you place them inside a wall, u can't use them = same effect as turned off. Try to attach the spawnpoints to a mover and let it move inside a wall; i don't think that you would be telefragged if u try to respawn at a spawnpoint inside a wall. Never tested it... but maybe u give it a try ;) Good luck and congrats to a nice looking map

:p

Edit:
Wieso hab ich denn dir das auf Englisch erklären wollen O_o ;D

Posted: 20-07-2004 00:48
by =(ACE)=Nolan
hmm, i dont know if that works,
but its worth a try.

i just checked ued just to make sure,
they are movable. so attaching them to a mover might work.
i gonna test it tomorrow (today after i got home from work).

by the way any map projects on your side at the moment?
and can u tell me how i can move bones of a pawn to make a static mesh pawn, like in your map or on green baize (skeletons).

thx
Nolan

hab halt auch auf englisch geschrieben...ist schon spät :)
karte schon gespielt?

Posted: 20-07-2004 19:04
by =(ACE)=Nolan
hi,

crap, moving spawnpoints with a mover wont work :(
think its because they have the hidden option bStatic = true.

if i only could change this by a trigger, then i would be able to destroy those spawns.

but it must be very easy to code a new trigger which changes the bstatic value, isnt it? :)

Nolan

Posted: 21-07-2004 00:23
by hookworm
i put it up on Fo's server

Posted: 21-07-2004 01:11
by =(ACE)=Nolan
thx man :)

have u played it already?

feedback on how the gameplay is is always wanted.

Nolan

Posted: 21-07-2004 17:40
by UnrealKrake
Ich denke wir bleiben bei englisch, weil die anderen sicher mitlesen wollen *g*

Hadn't the time to test your map yet, but in fact, screens look interesting, as always ;) I love your map ideas, cause they differ from normal style.

Thought of my idea with spawnpoints and attaching to movers -> not possible cause they have embedded navigation routes/ points. Perhaps i will find another way, just give me some time =)

What do you exactly wanna do with the moving pawns ?!

Atm, i do not really have an idea for a map. Cause i always wanna make some maps which differ in gameplay!

Perhaps i work out the map i started as i read in here a thread called "DB-Castle" i think :D which doesn't really looked like a castle, did it ?

Will test your map this weekend and try to find a solution for your problem

Posted: 21-07-2004 19:46
by =(ACE)=Nolan
halloooooo krake, hi krake!

i´m just going to code a custom action for the scripted action trigger, with which you could change variable values of defined actors.

so if i change the bStatic entry of the spawn point with it i can disable it (bstatic is a hidden value which prevents actors from being moved, triggered or deleted).

with this script it would also be possible to change the gravity of a volume, etc.

i´m thinking of lots of usages and scripting it should not be that hard.
i nearly have it finished.

write me how the gameplay of my map is.

and thanx man, normal style maps are boring.

not an offend to you Steve-O, but you are releasing halfdone maps on an assembly line.

about that castle map krake....i´m eager to see it and put some traps in it, ghosts also maybe :D

i´ve already my next map idea in mind, but i´m having not much spare time lately.
even deathroller needs to be finished, you see there is a lot to do.

greetings
nolan

Posted: 21-07-2004 20:18
by UnrealKrake
=(ACE)=Nolan wrote: i´m eager to see it and put some traps in it, ghosts also maybe :D


Sorry getting a bit offtopic but...

traps would be a nice idea :) will think of some ;)

An impression on my idea is attached :-P

This pic is taken after 15 mins ued work so don't blame me cause it looks like shit ;D Just to show u what i think...

Wanted to place ball spawn point on a middle tower inside the castle, which only can be reached by climbing up a longer stairway inside this building.

You will be able to walk on the strong walls surrounding the castle.

Goals will be placed on each half inside this wall...

what do you think Nolan -> :lol: or :spammer: ??

:p So far

Krake

Posted: 22-07-2004 00:39
by =(ACE)=Nolan
hallo krake,

4 15 minutes in ued it look really good.

whats the big tower on the right of the screen?
bombflag spawn point tower?
yes it is, i´ve read your posting again *G*

playfield looks kinda large, so its a map 4 lots of people...good!
i hate 2on2s :)

but how are players get on the outer way?
jumppads or they need to jump from the bombflag tower?
eventually fall to their death *G*.

this idea has sure potential...keep working on it.
if you need something....just ask.

Nolan

Ps.: on hot days (like today) i love to play november...it really cools me down. the best summer map :)

PPs.: About the Pawn Static Meshes:
I want to add 2 guys/girls on dbw-ng-battlechess2k4 as soon dbw is released, so i need to alter the bones of the pawns that they will look good. but that not on top of my todo list, as soon rens2sea and teamvortex are not even.

Posted: 23-07-2004 00:00
by UnrealKrake
Huhu Nolan

Had another idea for your spawn problem... Coudn't you use triggered teleporters ??? Placing the teleporters exactly on the spawnpoint. After respawning the first time, and moving out to gamefield, players should pass the trigger to activate their teleporter. When they die, they respawn at the spawnpoint, but will teleported inside the field. The goalevent should disable the teleportes again.

GL Krake

Posted: 23-07-2004 09:28
by =(ACE)=Nolan
holla krake,

hmm i dont think it will work cause you will get an compile error in ued if actors (emitters,spawnpoints,teleporters) are too close together.

the "Action_SetVariableValue" for the ScriptedTrigger is almost finished, but i now have a little problem. i want to change a variable of an actor, but i only have the name of the variable which the user enters in the ued name/string field. in javascript/actionscript this is possible.

javascript:
------------------------------------------------
myVariable = 'form1';
document[myVariable].value = 1;

^^ is the same as:
document.form1.value = 1;


so in UnrealScript i have the following:
------------------------------------------------
var(myCat) name/string myVariable;

then in the action:

local Actor A

A[myVariable] = 1;

i know [] are for arrays, what about {}....they are user to define the root of the ut2004 installation path.

do you know something about it krake?

Nolan

Posted: 23-07-2004 16:12
by Sixty
Very nice map really, blew me away.
It really gives you the feeling you're actually there, and the flying works great, except when you come too close to the ground.

Anyway, you might want to consider submitting it for the Map Contest.