Announcement
Collapse
No announcement yet.
Deadly Lycrish's unpolished map pack
Collapse
X
-
Deadly Lycrish replied---Will probably post back in a long time. Do not be surprised, as I am simply not working on these currently.---
-
Sly. repliedYou can add a trigger or you can set an event tag in your weapon base properties. Everytime a bot picks the weapon the event will be activated and the actions in the scripted trigger begin.
Yes you can download the latest beta here. The next version will be the final version
Take a look how I did it there.I made it with triggers and a scripted trigger and scripted sequences. The bots in my map are even better in sniping than in FaceClassic I think (at least I hope it lol)
Leave a comment:
-
Deadly Lycrish repliedWell, when you say "WAITFOREVENT-EventOfYourSniperWeaponBase", where can you set what event it waits for?
**Edit: Now that I know that sniping takes a scripted trigger and an unreal script, I'll just check out Face and see how they did it.Also, you made a face remake?
***Edit Edit: XD They do it completely different! Oops :3
Leave a comment:
-
Sly. repliedDoes it work or did I forget something? I did it the same way in my Face remake and the bots can be pretty annoying there LOL. They shoot you from distance right after you've spawned
Leave a comment:
-
Deadly Lycrish replied@FewPosts:
It's okay, I meant nothing harsh by it, and I didn't take what you said harshly.And thanks.
@Sly:
=D!
Leave a comment:
-
Sly. repliedTo make bots snipe you could simply add an event to your sniperrifle weapon base. Then add a ScriptedTrigger with the following actions:
WAITFOREVENT-EventOfYourSniperWeaponBase
MOVETOPOINT-ScriptedSequenceNum1
Then create a UnrealScriptedSequence at the place where the bot should stand and snipe. You open the properties window and give it the tag ScriptedSequenceNum1. Now scroll down to the bottom of the properties window. There should be a category called ScriptedSequence or something similar (can't remember it well and am too lazy to open UEd - lol).
There you should set the prefered weapon (classicSniperRifle for Sniper Rifle and SniperRifle for Lightning Gun) and bSniping = true.
There is a option called "sniping volume tag". The area where the bot should shoot targets should be in a so called "SnipingVolume".
Only the area where the targets should be shot should be in the sniping volume, not the whole map!
Now you can add the volume to your map and set the tag to "MySnipingVolume" for example.
Now open the properties window of your UnrealScriptedSequence again and type in the tag of your snipingvolume under "Sniping Volume Tag". That should be all. LMK if I forgot something.
Leave a comment:
-
Skred repliedI'm not into busting peoples balls over visuals usally, I just saw that you could learn some faster techniquesRated thread to boost you back from 3 stars to 5.
Leave a comment:
-
Deadly Lycrish repliedBRO-AWESOME, BRO. Thanks a bunch
**Edit: You wouldn't happen to know how to get bots to snipe too would you?
Leave a comment:
-
Sly. repliedCreating a dynamic light with the help of an emitter, step by step
1. select and add the emitter to the place where the dynamic light should be.
2. open the emitter properties
3. set these things under lighting:
bActorShadows - false
bAttenByLife - false
bCorona - false
bDirectionalCorona - false
bDynamicLight - true
bLightingVisibility - true
bSpecialLit - only true if you want special surfaces to be lit! (can be set under surface properties, bSpecialLit)
LightCone - let's say 128
LightEffect - None
LightPeriod - something between 0 and 255 (play a bit around with these 3 settings, Period, Phase and Radius)
LightPhase - something between 0 and 255
LightRadius - something between 1 and 255 (note: the dynamic light radius seems to be bigger than that one that normal lights have. For example is the dynamic light radius 32 as big as normal light radius 128 for some reasonOr is it me?)
LightType - I recommend these: LT_Flicker, LT_Strobe, LT_Pulse, LT_StubtlePulse, LT_Blink (BTW, not all LightTypes work for some reason. Looks like they aren't supported by the engine anymore)
4. Set the light saturation, hue and brightness. As an example you could use these settings for yellow light which could be made by sparks:
LightBrightness - 255 (UEd3 can use higher values than UEd1 and 2. Values between 64 and 255 are standard though)
LightHue - 24 (this controls the colors of the light. Play a bit around with it. If you know how the texture palette looks you'll get used to this very fast. 0=red, 32=yellow, 64=green, 128=blue and 255=red.)
LightSaturation - 64 (This one controls the white content of the color. 255 is white, 0 is the pure color)
I hope I could help you with thisIf you have further questions just ask me
Leave a comment:
-
Deadly Lycrish repliedOriginally posted by Sly. View PostThere is a solution for your flickering lights problem
Just paste an emitter which doesn't create any particles and set the light radius, type etc under lighting and set the light brightness saturation etc under light.
BTW: Weapon base bug in some screenshots. Simply delete all skins under the xNewWeaponBase -> Display properties
Leave a comment:
-
Deadly Lycrish replied@FewPosts:
Thanks, I didn't know about that trick with the textures
I just align them manually and stuff but this way seems way faster. I will also inevitably put doorways and whatnot on most of my maps, but this isn't a completed map pack, so keep in mind:
"I'm just going to remind you all to not focus much on the visual stuff. I know that these maps aren't polished to perfection, so just play them, have fun, and if you can help me with the pathing or anything like that, just point out the problem and feel free to help.
But mostly, just have fun!"
@Darkemule:
Thanks a bunch man, these'll help-a-plenty
By the way, do you like where most of these maps are going? Play 'em and let me know if you like the layouts or not
Leave a comment:
-
Skred repliedI see a few texture alignments that are off, that can be easily corrected.
Grab a texture's surface that you want to align. Then press shift+T and it will grab that texture across the entire map. Sometimes this is brutally useful (looks like it will be in your case), and sometimes it's not so useful. Then you can align, and scale your texture to look how you want more evenly. You can also shfit+s to select ALL surface. Then in surface properties set the light map to something consistent throughout the level, but not to low of a value. I usally go with 16.0.
Also explore if there are "shiney shader" versions of any of your inUse textures, and see if you'd like to use that shader instead. BP_arch.utx is a great package for UT2004 look.
Also maybe try to use some door frame meshes for your entryWays/doors or w/e you wanna call them. It can be complicated and furstrating brush work to do that, but it's worth the effort. Just be patient with it.
Leave a comment:
-
Darkemule repliedOriginally posted by Deadly Lycrish View PostNo one else? Come on~ I work on these so much...
Does any one know how to set preview screenshots? I STILL don't have a clue/noob
http://wiki.beyondunreal.com/Legacy:Making_Screenshots
http://wiki.beyondunreal.com/Legacy:Level_Screenshot
Leave a comment:
-
Deadly Lycrish repliedNo one else? Come on~ I work on these so much...
Does any one know how to set preview screenshots? I STILL don't have a clue/noob
Leave a comment:
Leave a comment: