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probably easy to do but i cant: tdm with teamplayerstarts

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  • probably easy to do but i cant: tdm with teamplayerstarts

    how can i have teamplayerstarts for a TDM game?

    i looked in the .uc's but im no coder so i dont really know what to do/look for

    can anyone explain it to me or just send such little mod to me plzzz ( bennievl@hotmail.com )

    tia

  • #2
    Player start properties -> Player start -> Team number

    Set this to 0 or 1 or higher if you have more than 2 teams

    0=Red
    1=Blue

    Comment


    • #3
      Originally posted by [SGC]-Dominion
      Player start properties -> Player start -> Team number

      Set this to 0 or 1 or higher if you have more than 2 teams

      0=Red
      1=Blue
      i know that
      but that doesnt work in tdm :/

      Comment


      • #4
        Sorry I assumed it would be the same as the CTF map I am working on :/


        [Edit]

        This guy seems to have cracked it HERE

        Comment


        • #5
          Originally posted by [SGC]-Dominion
          Sorry I assumed it would be the same as the CTF map I am working on :/


          [Edit]

          This guy seems to have cracked it HERE
          thx but i already pmed him a few days ago
          no answer

          Comment


          • #6
            The bit which causes players to spawn at their own team's PlayerStarts is this function, in TeamGame.uc:
            Code:
            function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
            {
            	local PlayerStart P;
            
            	P = PlayerStart(N);
            	if ( P == None )
            		return -10000000;
            	if ( bSpawnInTeamArea && (Team != P.TeamNumber) )
            		return -9000000;
            
            	return Super.RatePlayerStart(N,Team,Player);
            }
            The interesting bit is that it will only prevent spawning at a different team's PlayerStart if the variable 'bSpawnInTeamArea' is set to 'true'. You should be able to set that via a mutator, somthing like this:
            Code:
            class MutTeamStart extends Mutator;
            
            function PostBeginPlay()
            {
            	if(Level.Game.IsA('TeamGame')
            		TeamGame(Level.Game).bSpawnInTeamArea = true;
            }
            
            defaultproperties
            {
            	FriendlyName="Team Start"
            	Description="Team area spawning in TDM."
            }

            Comment


            • #7
              Originally posted by Mr Evil
              The bit which causes players to spawn at their own team's PlayerStarts is this function, in TeamGame.uc:
              Code:
              function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
              {
              	local PlayerStart P;
              
              	P = PlayerStart(N);
              	if ( P == None )
              		return -10000000;
              	if ( bSpawnInTeamArea && (Team != P.TeamNumber) )
              		return -9000000;
              
              	return Super.RatePlayerStart(N,Team,Player);
              }
              The interesting bit is that it will only prevent spawning at a different team's PlayerStart if the variable 'bSpawnInTeamArea' is set to 'true'. You should be able to set that via a mutator, somthing like this:
              Code:
              class MutTeamStart extends Mutator;
              
              function PostBeginPlay()
              {
              	if(Level.Game.IsA('TeamGame')
              		TeamGame(Level.Game).bSpawnInTeamArea = true;
              }
              
              defaultproperties
              {
              	FriendlyName="Team Start"
              	Description="Team area spawning in TDM."
              }
              thx

              but im doing something wrong i think
              i compile it, no errors but it wont show up in the mutator screen

              Comment


              • #8
                Originally posted by YAWA YLF
                thx

                but im doing something wrong i think
                i compile it, no errors but it wont show up in the mutator screen
                You have probably not made an int file. You can make one in any plain text editor, such as Notepad. Put these lines in it and save it with the name 'YourPackage.int' (replacing 'YourPackage' with the name you gave the compiled u file):
                Code:
                [Public]
                Object=(Class=Class,MetaClass=Engine.Mutator,Name=YourPackage.MutTeamStart,Description="A descriptive description.")
                You can find more information on that sort of thing on the Wiki: http://wiki.beyondunreal.com/wiki

                Comment


                • #9
                  yeah thx i forgot that

                  it works now ty :up:

                  Comment


                  • #10
                    oh one more thing

                    how do you distribute it best/easiest?

                    Comment

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