Old Skool Monsta Toolz
The Toolset for Old Skool UT-style Monster Support in Unreal Tournament 2004
Final version : v1.53
The Toolset for Old Skool UT-style Monster Support in Unreal Tournament 2004
Final version : v1.53
Overview
This is a set of tools that you can use to implement complex monster behavior in any gametype. It also includes a new gametype, OSM Adventure (OSM) with progressive objectives conquering puzzles, traps and monsters.
Download
Final version : OSMT v1.53 ( ~ 560k .zip )
Release date : Dec 31, 2006 (final Oct 30, 2014)
Installation instructions are available in the ReadMe file.
There is also a Manual and Development Log included.
ScriptedMonster
This is a new class of Pawn (subclass of Monster) and the parent class for all the new "Monstas" in this toolset. They can be placed in any gametype map without any of the typical problems like team imbalance and Invasion-style teleporting. They are much more sophisticated than Invasion Monsters. The main abilities that mappers will use are available through the AttitudeToPlayer, AlarmTag and Orders properties. Essentially, you can give the monsters much more to do than just, "go kill players until you're dead".
ScriptedMonster Orders and states
The Orders property is one of the most powerful "new" Old Skool Monsta features. In conjunction with the OrderTag, other properties and other actors, the Orders property can dramatically change the way ScriptedMonsters behave in your map. Here are some of the valid Orders available to all ScriptedMonsters:
Waiting : (default) Wander or Camp nearby the placed spot until an Enemy is detected. Attack and freely roam afterwards.
Ambushing : Travel to an AmbushPoint (or spawn at one at map start) whose Tag matches OrderTag, wait for an Enemy, then Attack. Find an AmbushPoint again after combat and wait for another player.
Guarding : Guard an actor whose Tag matches OrderTag. Remain near and return to the placed spot after combat.
Patroling : Travel from one PatrolPoint (or spawn at one at map start) whose Tag matches OrderTag to the NextPatrol in a series, leave for combat and return to patrol afterward.
Some other behaviors ScriptedMonsters will automatically demonstrate include the Retreating state, where hurt (and afraid) monsters will flee to a HomeBase whose Tag matches the monster's Tag, and the Alarm states (TriggerAlarm and AlarmPaused), where an "alarmed" monster (one who has seen an Enemy for the first time) moves to an AlarmPoint, whose Tag matches the monster's AlarmTag, at all costs and possibly shoot a target, activate a trigger, etc.
In addition to these general behaviors, individual monsters may also have special Orders or behaviors. A couple examples include, the Krall which have a Sleeping Order that can be used in conjunction with one of the sleeping animations set in the StartingAnim property, and the Warlord has a Mutilating Order that will cause the Warlord to continually kick, punch and munch on a long dead carcass until an Enemy is seen.
Mapping AI Tools
There are several AI supporting actors that are included in this toolset. Some are placed or used automatically by the Pawn and Controller code of the new Monsters, but many are provided for use by mappers to help define the AI for the monsters in their map. Many are NavigationPoints, like AlarmPoint, AmbushPoint, HomeBase, PatrolPoint and SpawnPoint. Some are KeyPoints, like ThingFactory and CreatureFactory. All are adaptations of the original AI supporting actors from old style Unreal and work accordingly.
Reference Sources
There is a lot of information on Unreal Wiki, including info relating to the individual monster abilities and behaviors as well as the AI supporting actors. There is a Manual included with the package as well that gives some rudimentary information. Also, since these tools are meant to mimic the abilities of the original UT AI, the old document Unreal Creature Care and Feeding Guide by Steven Polge is another excellent source for information.
OSM Adventure
This is a custom story-driven gametype for maps with the OSM- prefix, that is capable of presenting singleplayer and cooperative adventures. This gametype will not show up in the UT2004 menus until an OSM-MapName map is in your .../UT2004/Maps directory. It's LevelInfo.DefaultGameType is OSMT.OSMGame. It should not allow bots or spectators. It has optional player-configurable MaxLives limits and TimeLimits, but no GoalScore limit. This gametype supports intro and "outtro" matinees, similar to Assault, as well as mid-level matinees, for achieving intermediate Objectives. It also supports mapper-configured per Objective timelimits. The "win" (EndGame) for the level is Triggered by the OSMEndGameTrigger, included in this toolset, which can be configured by the mapper to end the adventure a number of different ways, or simply continue on to another map (or "chapter" of the adventure) via Level Transition.
Installation
To use this toolset, simply install the OSMT.u and OSMT.ucl files in your .../UT2004/System directory, the OSMTex.utx file in your .../UT2004/Textures directory and the Flashlight.usx file in your .../UT2004/StaticMeshes directory. In Ued, you will be able to open the OSMT.u package file from the Actor browser. Once the package has been opened, all the toolset actors will be available to add to your custom map.
OSMT.u ---> .../UT2004/System
OSMT.ucl -> .../UT2004/System
OSMT.utx -> .../UT2004/Textures
Flashlight.usx -> .../UT2004/StaticMeshes
( this announcement is continued on the next post )
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