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legacy-ZeroGeo
06-29-2006, 12:02 AM
I've been doing CTF maps and DM maps for bit and so I want to move on to building up a Assault map. However I not sure how(I have the idea in my head). So here are a couple of questions
How do you set up the objectives and what not?
How does the player start stuff work in a Assault map?
How do turrets and vechicles work in Assault maps (Like how do you set them up to be only on the attacker's team or the defender's.)?
I would really apreciate if any of you assault experts could anwser these questions or better yet give a link to a good assault tutorial.

legacy-s4623
06-29-2006, 11:47 AM
I believe for turrets and sentinels:
for the Assault-only ones:
the vehicle will be on the attacking team if its Vehicleteam is 0, and defending team when it is 1 or higher (the assault-only vehicles have the adjustment when doing the team-switching)

Edit: I know only this because I have been trying to use those same vehicles in VCTF, so I actually looked into the code... I have no idea how the objectives are set and all that other stuff

legacy-jacobw
06-29-2006, 12:06 PM
How do you set up the more comlex tricggers to trigger the new spanpoints, emitters, multiple movers, and the objective switch? :noob::bulb:

email me if you want to jacobwindecker@hotmail.com

Killer909
06-30-2006, 01:08 PM
The most basic type of objectives are ones that you reach (it works like a trigger) and a hold objective (which you have to hold for some time). Hold objectives work with movers, and the time it takes for the mover to move is the amount of time you have to hold the objective. When either of these objectives are accomplished, they are disabled and the next objective in the lineup becomes the current one. Its easiest if you consider the role of offense, as they play the more active role. When you have your objectives in place, you set the order you would like them to take place. This works by numbering the objectives from 0 to the 10 (if you have 11 objectives) where 0 is the FINAL objective, and 11 is the first. You can think of this number as "how many objectives are left once this objective is complete"
Spawn Points are organized in groups using Spawn Managers. The defense and offense have different managers and you simply enable one and disable the previous, over and over. You will want to use scripts to manage all these events.
For all the details, take a look at: AngelMapper's Assault Tutorial (http://www.angelmapper.com/tutorials/assault.htm) and open the maps that came with UT2k4 to see how those objectives are set up. I recommend AS-Convoy because everything is straightforward and in a small area. Just start small:
Step 1: test it, make sure it works 100%
Step 2: add something else
Step 3: go back to step 1

legacy-blip2
06-30-2006, 05:41 PM
http://wiki.beyondunreal.com/wiki/Assault_Mapping_Tutorial

This has everything you need to know about assault mapping...

legacy-ZeroGeo
07-02-2006, 01:56 AM
Thanks guys for the links and help you gave me I really apreciate it. Mahaha now my flying ape assault map will be a sucess.:alien: