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  1. #1
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,063

    Default Question about loading a new map

    I've done some searching and found various answers that don't seem to solve what I want to do.

    Basically, I'm going to have two separate .udk files, one with an outdoor environment and a large building. I want the player to go to the door of the building and, after using a trigger, load the second map which will be the interior.

    Now I've heard many people say use a console command "open mapnanehere". It works, but I've heard this is not the ideal method. Also, it shows a default UDK loading screen.

    I've also heard people just say "use level streaming" but I want a loading screen to appear and then the player should spawn at a new player start location. Each level will also have completely different lighting environments and all that fun stuff.

    I've looked at the prepare/commit map change nodes in kismet but they don't seem to do anything when I try to use them.

    Which would be the ideal method and, of the console command one is the case, is there a way to designate my own loading screen to show without editing the scripts for other game modes?

  2. #2
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,063

    Default

    Haha! Never mind I got the commit map change to work. should have tried play on PC before making a thread. =X

  3. #3
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,063

    Default

    So is this a good way of doing this? I have the trigger in level 1. When used, I have a gfxmovie start playing as well as the prepare map change. I put a 5 second delay on the finished output of the prepare map change to give the player some time to see what will be in the gfxmovie, then after the delay it goes into the commit map change node.
    For the second level, I have a pathnode that I teleport the player to so they start where I want.


 

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