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L1quidSword
11-10-2007, 09:54 PM
Trying to set up a very simple cover system on a static mesh here, having a little trouble. Some of the attributes of the coverlink system are locked out and I cant find how and where to unlock them. Anyone know anything about the CoverLink system?

SportingSCP
11-10-2007, 10:01 PM
Yep same problem with me i'm unable to unlock it. I'm working on it as we speak
i'll let you know if i find a way

angusm
11-10-2007, 10:33 PM
If you're unable to unlock the mantle (or whatever the word is for jumping over the thing) it's because you need to have coverlinks on the other side of the cover. What specifically are you aiming for?

Molkien
11-10-2007, 11:14 PM
Those options are locked, and you don't need them. You only need the ones that are below that starting with bEnabled. You also need the two at the top (leaning left /right). As far as coverslipping left or right, that is automatically calculated when you Build Paths. So just set up your links, set the cover type (standing or midlevel) and set up the options for enablng cover slipping, popup, climb up, and swat turn, and then just build your paths. It will automatically adjust the nodes properties if you can go left or right on the coverslip (I think t does the same for swat turn).

Hope that helps.

SportingSCP
11-10-2007, 11:27 PM
automatically calculated when you Build Paths. So just set up your links, set the cover type (standing or midlevel) and set up the options for enablng cover slipping, popup, climb up, and swat turn, and then just build your paths. It will automatically adjust the nodes properties if you can go left or right on the coverslip (I think t does the same for swat turn).

Hope that helps.


Indeed it helps, everything does automatically after you use Build Paths.

Thanks Molkien ;)

L1quidSword
11-10-2007, 11:58 PM
All good info here. How do I set up paths for the CoverLink system?

Molkien
11-11-2007, 12:14 AM
Some of this may be redundant information. All you need to do is place your first coverlink, and make sure it is facing the wall/cover. By default you will have one slot, Slot 0.
To add slots, simply goto the cover link object properties, and click on the coverlink tab. You will see a few check boxes, and underneath them will be the slots section. Click the arrow next to expand the slots. Currently there is only one. Click on the ellipse ('...') and on the far right you will see a brackets icon and a green plus sign. Use the plus sign to add Slots. Now you just need to make sure your slots have a cover type (standing or midlevel) and then Select Build Paths from the Build pulldown menu.
Note that if you have a long piece of cover, and you only place two Slots manually, Building Paths will automatically add more Slots to your coverlink.

SportingSCP
11-11-2007, 12:28 AM
http://a.imagehost.org/0012/Capture.jpg

that bleu arrow shows you where the + ( green cross ) where to add extra slots... if you can't see it click that grey box near "Slots" it will pop up...

goodluck;)

L1quidSword
11-11-2007, 12:31 AM
Ok so I dont need to go in and manually link up slot 0 to slot 1 and so on? This connection happens automatically when I build paths?

Molkien
11-11-2007, 01:00 AM
That is correct. Before you actually build the paths, you should see a line between Slot 0 and Slot 1 indicating they are connected.

Reverse
11-11-2007, 01:35 AM
Thanks alot for this info, I've been able to make cover and make the bots move around now :)

MrSilent
11-11-2007, 02:46 AM
first place down a cover link, then highlight a cover till it turns pink, then hold ATL and drag another block to whereever you need, repeat.
This is the quickest way IMO

keken_123
11-11-2007, 08:04 PM
first place down a cover link, then highlight a cover till it turns pink, then hold ATL and drag another block to whereever you need, repeat.
This is the quickest way IMO
WOW! TY MrSilent Saves lots of time =)

angusm
11-11-2007, 08:38 PM
Thanks Missieur silent

Lee Perry
11-11-2007, 08:47 PM
You can also select a slot and ctrl-w to duplicate it, you don't need to open the property window for cover very often unless there's something really unusual going on that you're trying to manually override.

You can also rt-click on a slot and set some of the more commonly used flags there, and once set they should stay edited even after rebuilding paths/cover.

Middle click and alt drag is your friend.

You can hold the "," key and click on the ground to place a new cover link as well.

Other tips:

When placing cover in the inside of a 90 degree corner, put 2 slots at near the corner, one facing each wall. DON'T make them overlap exactly, you're just asking for trouble when you rebuild cover because it's easy for the sorting algorythms to get confused as to which slot is connecting to the next.

If you've got an edge of cover and you're not able to make it correctly recognize that it should allow coverslipping, (once you're sure it's not a collision issue) you can turn that cover link to manually update instead of auto update, then grab that outer cover slot you're trying to flag as coverslip and rotate it very slightly to facing outwards, middle click to see if it accepts the coverslip, and repeat until it does. Rotating the coverslot 2-5 degrees off axis won't make a significant gameplay difference, but not being able to coverslip is very frustrating for many players.

AI will only take cover where there's a cover slot, not on the straight line areas between. This is why a long straight wall with 2 cover slots will auto-generate some slots between them. If you place some manually, those won't be there.

The "cover link" actor is part of the path network, just like the individual slots are. Try not to make the coverlink overlap the slots within that link, as it can confuse AI having 2 nodes on top of each other.

If you've already set up a cover area, you can move the location of the coverlink by holding TAB and CTRL down as you move the link around, that will leave the slots in place, and only move the master link object.

Cover groups... Instead of telling an AI guy to go to a specific cover slot, you can place the "Cover group" actor in an area, and reference an area of cover instead of a specific slot. A cover group can be set to contain every cover SLOT within a given radii, or you can manually select a bunch of cover links and the cover group actor, then rt-click on the group and tell it to add the selected cover links. A cover group can have a radii and manual links at the same time, the 2 methods aren't mutually exclusive. When a link is included in the cover group you'll see a dotted line from the cover group to all the links it references, that dotted line won't be there if it's using a radii, but those cover slots are still being referenced.

Flags set on a coverlink are generally active for anywhere between two nodes. SO, picture this. You have a straight piece of cover with 4 slots on it. If only slot 3 has "allow mantle" on it, you will only be able to mantle if you're exactly on top of that slot. If slots 3 and 4 have mantling, then you'll be able to mantle anywhere between those slots. So, basically a single slot on a line isn't much use for a player in terms of setting property flags, it's unlikely they'll be EXACTLY on that slot (although AI will use it that precisely).

For single player people, be careful with streaming, it's pretty easy to accidentally rebuild cover when you don't have all you level chunks visible in the editor, which can easily screw up some of your cover as it tries to auto-align to things that "aren't there" currently.

I'm sure I'll think of more as soon as I hit "post"...

Molkien
11-11-2007, 10:20 PM
That's some great info Lee, thanks. Although I'm unclear as what the middle mouse and alt drag does. It doesn't seem to do anything for me.

Lee Perry
11-11-2007, 10:24 PM
Middle clicking on a cover node auto adjusts it to fit your surface and tries to flag everything correctly.

Alt dragging a node duplicates it.

MrSilent
11-11-2007, 10:42 PM
Thanks Lee, thats some useful info.

keken_123
11-13-2007, 12:46 AM
I've got a small problem. When I put cover links on a destructible objects (like a mini bar) after it's destroyed I can still cover behind it. So I"m basically covering behind nothing. This also happens with the AI. Little help? :D

Pectabyte
11-13-2007, 01:03 AM
So I got one set of cover working but now when I go to a new static mesh I want to add cover too I add a coverlink, add a slot 1 and position it, rebuild cover links and test play but its like there is NO coverlink at all. what am I doing wrong?

NewPCGamer
12-05-2007, 05:01 PM
can somone explain how to make cover for a multiplayer map? i dont know where to begin after i create a cover link. I dont know how to make it face the right direction or anything.
thanks

-=¤willhaven¤=-
12-08-2007, 12:40 AM
Click on each red slot and move it around with the widget(s). You can also move them around with the keyboard and mouse without the widgets using the CTRL and SHIFT + mouse buttons.

pdcraft
01-25-2008, 03:59 PM
I am having trouble getting my coverlinks to swat turn to eachother...The slot property for swat turn is greyed out and I cant turn it on (also, i cant choose to swat turn left or right, its greyed out too). What can I do to fix this? I have opened up many MP map and tried to study what Epic did, but i still can swat turn...everything else works tho.

Please help.

pfilotheterrible
01-25-2008, 04:00 PM
did you toggle the type of coverlink?

Zeyta
01-25-2008, 05:18 PM
I find it easier to just click the middle mouse button while the cover link is selected near cover, it automatically suits itself to the cover and you don't have to activate things like the mantle.

pdcraft
01-27-2008, 04:20 PM
ok, i was able to solve the coverlink issues thanks to everyones advise..very helpfull.

I have some other problems now...

1) UE3 keeps crashing when i try to build all...it gets stuck at "building static lighting"?? I did notice that this problem occurs only after I copy, move or add a new static mesh in the level. I experimented a little & tried to trouble shoot this, and it seems that after I preform one of the said commands, i need to adjust the light point's x, y, or z position slighty and then re-build all. It seems to work like that. Im not sure if its a glitch in UE3 or what, but its kinda annoying. Is there a fix for this or do I have some settings wrong or something?

2) how do i add a custom blocking volume? Is it created with the building brush?

can anyone help?