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Posted: Thu Mar 15, 2007 5:29 pm
by }TCP{Snowbird
}TCP{PingKing wrote:k got a new problem need help with i want to create an AS objective that opens a new door via a mover.

how can i link the completed objective to the moving of the mover?
I am not quite sure what you want to do. Do you want to touch a "switch" to turn a "light" on? If so, just use a trigger next to the "switch"

I just reread your message. You want to activate a mover with another mover. You could also use a trigger in this case. Make the movers connected to the trigger. you can have more than one mover connected to the same trigger.

Posted: Thu Mar 15, 2007 5:35 pm
by }TCP{Snowbird
kerM wrote:hmmm never made a ut map coz I dont get the balls of it so a little tutorial would be nice :roll:
You could always tell me where you are and what you know, and I can guide you on. Can you make a box in the editor?

Posted: Thu Mar 15, 2007 7:00 pm
by PingKing
dw i figured it out i linked thechanged the moversevent to triggeropentimed and entered the usebojectives event into it ^^

Posted: Fri Mar 16, 2007 3:18 pm
by PingKing
k i need more help this time with player starts do u kno how to seperate the player starts fro instance i want reds to use one player start and blues to use another player start

Posted: Sat Mar 17, 2007 7:26 am
by }TCP{Snowbird
Pick the "playstart"that you want blue, go to "properties", and in the drop down menu, go to "playerstart". Set the "teamnumber" to "1". 1 is used for Blue. ;-)

Posted: Sat Mar 17, 2007 8:43 am
by PingKing
dw i also sorted this problem out with a playerstartmanager :P im learning quickly and do u kno how to make a box which u can shoot in but u cant go in for instance

In AS the denfenders (blue) spawn in the glass boxc and can shoot outside the box but cannot walk outside it?

Posted: Sat Mar 17, 2007 2:06 pm
by }TCP{Snowbird
That would take a bit of research. A type of player blocker. Where are you learning? Are you useing the 3dBuzz site?

Posted: Sat Mar 17, 2007 4:14 pm
by PingKing
no im just picking bits up on my own and unreal wiki

also i fixed the problem about a box

Posted: Sun Mar 18, 2007 8:22 am
by }TCP{Marcin.B.BlackT32
At the moment Im focused on making Weapon_Outpost_V3, but I've also made my first cinematic movie :D. Its very short. Camera is moving from one place to the other and it shows walking Skaarj :D. My cinematics like most of things which I trained is on map called DM-Woda hehe. Its just my test map to everything :).

Posted: Sun Mar 18, 2007 8:27 am
by PingKing
nice i would to see this cinematic

Posted: Mon Mar 19, 2007 10:57 am
by Pitbull
}TCP{Kobra// wrote:do you guys have that problem too with the editor when you load the texture package 'myLevel' during a map then random brushes and static meshes add to ur map for some strange reason and even some brushes get delete.. so ur map is kinda messed up after loading the package and rebuilding lol
wondering if you guys have the same problem or is it just me? i lost lots of work on maps by this bug till i found out that the reasone is loading the 'myLevel' package ^^
The "MyLevel" feature saves directly to your map. You never will have to load it as it will automatically load when you open your map. never save a package using that name. I used that feature alot in U1 so as to avoid package mismatches with the thousands of versions out there. Any file can be saved directly within a map as well. Sounds, textures, meshes, system files, etc. The most common use of this was for the level screenshots that were first added to UT99. If you want to import an existing package, etc to "MyLevel" it's done within the editor log using this command.

obj load file=whatever.u package=MyLevel
(Of course replace "whatever.u" with your file name)

http://wiki.beyondunreal.com/wiki/MyLevel

http://wiki.beyondunreal.com/wiki/Embedding_Code

http://wiki.beyondunreal.com/wiki/Import_The_Texture

Posted: Mon Mar 19, 2007 4:44 pm
by }TCP{Snowbird
Thanks PitBull, I knew that the myLevel was saved "with" the map, and is therefore directly associated with it. I also knew that you should never actually save it, but as for what Kobra was trying to do, like use exsisting objects that were in the myLevel, I never got that far. Thanks for the links, and the explaination. Frank

Posted: Tue Mar 20, 2007 6:22 pm
by Pitbull
NP Frank. Reading Kobras post though it sounds like he had a texture package he named "MyLevel". As I said I loved the MyLevel feature for U1, however if you plan on using the same textures,meshes, etc on multiple maps it's best to create a seperate package that includes your textures, meshes, etc. Even if you have an existing package it still can be imported to "MyLevel" simple by using the "obj load file=whatever.u package=MyLevel " via the unreal ed log window. This applies to all files whether it's a texture, code, or whatever. I used to use it for things like the dual automags in unreal as there where many versions of them. This way it didn't matter what version of the automag people had cause the one embedded in the map was always called and no problems with conflicts. To repeat again though if you plan on using various files in multiple maps sometimes it is better to have seperate packages. If you have files that are in a map in "MyLevel" that you want to use on a different map I find it's best to export them and reimport into new map. I've read that you can open the previous map that contains "MyLevel" packages but if the current map your working on already has an existing "MyLevel" as well you will surely find problems. If you used the terrain editor in UT2K4 you will notice the heightmap is saved to that feature. (as per most tutorials) It could conceivably be saved to it's own package but for the most part heightmaps are small. (Which is another reason "MyLevel" is used) Read up on the embedding code link I mentioned and then play around with the features, I'm sure you'll be using it much more then for alot of stuff.

Posted: Tue Mar 20, 2007 7:20 pm
by Kobra
thx pit i know what you mean, but the problem i had sometimes here were when i loaded the package 'myLevel'...
if you save the textures under that package it doesnt only save in the map, also the package on ur own package has it :)
so always when i build a map and tried to use the textures i saved under 'myLevel' that bug came up and screwed up my map ^^
it is totally weird couse brushes with egypt textures came up after rebuild and other existing brushes randomly got delete so i was wondering if its only on my Ued, but it seems like its just me after no response of our glorious mappers :)

Posted: Tue Mar 20, 2007 7:48 pm
by }TCP{Ramses
Random Egyptian textures are a blessing not a curse :?