Hey so I'm curious if anyone knows where to find or how to make a special volume that does not block vehicles, but does block players both from entering the volume and from exiting their vehicles in the volume. If anyone can help me with that I'd appreciate it a lot. Even a simple pawn-blocking volume and another volume that damages players when they are not in a vehicle (probably a simple kismet sequence?) any help would be greatly appreciated!
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Pawn-Blocking Volume and Vehicle Exit Prevention Volume?
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Originally posted by idnewton View PostHey so I'm curious if anyone knows where to find or how to make a special volume that does not block vehicles, but does block players both from entering the volume and from exiting their vehicles in the volume. If anyone can help me with that I'd appreciate it a lot. Even a simple pawn-blocking volume and another volume that damages players when they are not in a vehicle (probably a simple kismet sequence?) any help would be greatly appreciated!
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Pre-existing volume tweaks
- * im sure you can just choose a simple volume with the existing blocking volumes; and just choose your channels appropriately
- ^^ will work for pawns- then use a physics volume or trigger volume for the vehicles/
** make your "No pawn volume" say 256x256x256 [example]- player cannot enter only vehicle
**make your player damage volume 200x200x200 [example]- only player is damaged not vehicle
-- this will allow vehicles in - and then when pawns exit they will die
how to damage pawns not vehicles example
* VCTF-HourGlass
http://www.gamefront.com/files/97325..._HourGlass_rar
^^contains aforementioned damage types - centre of map in the green stuff
Pre-existing posts/ threads
- there is also a plethora of posts related to making custom collision/ volumes / including/ excluding pawns & or vehicles;
- use the search; gather info and learn some new stuff from existing people/ maps
- a link to my old custom volumes
http://forums.epicgames.com/threads/...locking+volume
^^ not saying 1 specific volume will work for you; you will have to either tweak the properties; or maybe change the source code to suit your needs.
^^ p.s. this is old and i can probably code better now.
- Radial Force
* you can use physics stuff; e.g. radial force volumes - RB_ force actors etc etc + possibly some Kismet
Kismet options
* force exit vehicle is possible - i am not sure if you can reverse this;
- you could attach a dynamic physics volume to your vehicle- and use that to stop the exit somehow.
- crazy stuff can be done with kismet; but code is better
** basically by the time you try everything and find what suits your needs you WILL have learnt alot from this exercise.
- hopefully this information helps you.
Good luck
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Originally posted by NickG View Post... float away, and die...
Also thanks for the additional input TKBS.
Edit: Also the most types of vehicles included will be the three flying vehicles (Fury, Cicada and Raptor). There could be turrets but I don't plan on them flying outside into space
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OK I have another question, I recently realized a critical problem with my map. If players are getting from one capital ship to the other to get the flag, there's no way for them to get BACK because they can't carry the flag in a vehicle! Is there any workaround for this? (to enable flags in vehicles?)
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Originally posted by idnewton View PostOK I have another question, I recently realized a critical problem with my map. If players are getting from one capital ship to the other to get the flag, there's no way for them to get BACK because they can't carry the flag in a vehicle! Is there any workaround for this? (to enable flags in vehicles?)
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Though I've thought of this map on various occasions I haven't worked on it in a long time. Was thinking of turning it into a core-to-core warfare map (after all, you are simply trying to destroy the enemy ship, theoretically) I'll definitely check that out though if I finish this map. I kinda feel like I should considering that nothing like this has ever been done before (space combat + greater objective) there are several issues to overcome but I could probably pull it off.
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Originally posted by idnewton View PostOK I have another question, I recently realized a critical problem with my map. If players are getting from one capital ship to the other to get the flag, there's no way for them to get BACK because they can't carry the flag in a vehicle! Is there any workaround for this? (to enable flags in vehicles?)
Originally posted by NeoGzus View PostI managed to figure out how to make the vehicles(raptor and cicada for my current map) show up and carry flags without a mutator
Had to create an archetype of the CTF actor class u added to the UI in the editor, then save into my maps package and BAM! IT WORKS! (for me anyway) WITHOUT MUTES! just like I was hoping for, U..R..GOD!
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