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Deadly Lycrish's unpolished map pack

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  • replied
    ---Will probably post back in a long time. Do not be surprised, as I am simply not working on these currently.---

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  • replied
    will do

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  • replied
    You 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)

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  • replied
    Well, 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

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  • replied
    Does 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

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  • replied
    @FewPosts:
    It's okay, I meant nothing harsh by it, and I didn't take what you said harshly. And thanks.

    @Sly:
    =D!

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  • replied
    To 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.

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  • replied
    I'm not into busting peoples balls over visuals usally, I just saw that you could learn some faster techniques Rated thread to boost you back from 3 stars to 5.

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  • replied
    BRO-AWESOME, BRO. Thanks a bunch

    **Edit: You wouldn't happen to know how to get bots to snipe too would you?

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  • replied
    Creating 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 reason Or 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 this If you have further questions just ask me

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  • replied
    Originally posted by Sly. View Post
    There 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
    When I read this at first it sounded well and dandy, but now that I'm trying it, I'm still not quite sure what to do. Can you recommend me some settings? There are quite a few options under lighting and I don't know which ones would do anything. X3 Thanks for your help

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  • 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

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  • replied
    I 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.

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  • replied
    Originally posted by Deadly Lycrish View Post
    No 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
    Here are two helpful tutorials, the first explains how to take the screenshots, and the seconds tells how to add them as preview.

    http://wiki.beyondunreal.com/Legacy:Making_Screenshots
    http://wiki.beyondunreal.com/Legacy:Level_Screenshot

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  • replied
    No 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

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