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Posted: Sat Jan 01, 2005 9:56 am
by K.r.u.l.l.0.r
@ Pitbull

you are right ... the skybox doesnt rotate! I'll take a look of that problem!!!

Posted: Sat Jan 01, 2005 10:09 am
by K.r.u.l.l.0.r
@ Pitbull

I know whats wrong :) you need to change the networking role! That was what I had introduced myself

A SkyZoneInfo has normally the RemoteRole "ROLE_DumpProxy"
change it to "ROLE_SimulatedProxy" so every client can see the SkyZoneInfo rotation.

You can change it in the SkyZoneInfo properties by Networking

I had the same probleme while building DmStarBase2 :) for a loooong time ago ... :/ :lol:

greets!

Posted: Sat Jan 01, 2005 4:21 pm
by Pitbull
Thanks for your help Krull. That was the definitely the problem. Works like a charm now. Heres a link to the final. The skybox isn't quite like the UT version but I didnt like the way the textures looked on it when it was done so I decided to leave certain ones out. Again thanks I've been stumping on that one for quite awhile.

http://www.oldunreal.com/newmaps/unreal ... cenoxx.zip

Posted: Sat Jan 01, 2005 6:31 pm
by }TCP{Wolf
Damnit Krull, nice job... as always 8)

(btw you don't know how much trouble you just saved me hahahaa)

Posted: Sat Jan 01, 2005 7:52 pm
by Hyper
Pics?

Posted: Sat Jan 01, 2005 10:23 pm
by Kobra
lost in space....

Image

Posted: Sun Jan 02, 2005 12:30 am
by Taz
lol

Posted: Sun Jan 02, 2005 12:39 am
by Xavious
well he did say pics...

Posted: Sun Jan 02, 2005 12:51 am
by Pitbull
}TCP{Wolf wrote:Damnit Krull, nice job... as always 8)

(btw you don't know how much trouble you just saved me hahahaa)
:roll: I'll take that as a compliment. 8) As always though Wolf you do alot for unreal and it is very much appreciated.

Posted: Sun Jan 02, 2005 7:15 am
by K.r.u.l.l.0.r
@ Pitbull

I know very much about Unrealed 1.0 but i can't explain it very good, because my english isn't the best.

If u have some questions, I can try to help you


@ Wolf

lol :D

Posted: Sun Jan 02, 2005 12:35 pm
by Xavious
krull, can u think of any ways to stop falling damage other than:

less gravity
jump boots
placing a short teleport system at the end of each jump

the teleport system is too much work really...i have like 20 jump pads, and 2 teles at each....*shudder*

once i can convince someone to make me a small script for the map in the shape of a new zoneinfo, iill be good, but until then id like to try and solve it mappingly. heh ill try and convince wolf next.

Posted: Sun Jan 02, 2005 1:22 pm
by }TCP{ZzCaT
Wow Krull, I must say I had no idea the old Unreal engine had this in it!!

Your map looks absolutely gorgeous, keep up the good work!!


ZZ

Posted: Sun Jan 02, 2005 3:29 pm
by }TCP{Wolf
Xavious wrote:krull, can u think of any ways to stop falling damage other than:

less gravity
jump boots
placing a short teleport system at the end of each jump

the teleport system is too much work really...i have like 20 jump pads, and 2 teles at each....*shudder*

once i can convince someone to make me a small script for the map in the shape of a new zoneinfo, iill be good, but until then id like to try and solve it mappingly. heh ill try and convince wolf next.
Well scriptwise you can disable taking damage from any particular damage by setting the pawn's "ReducedDamageType" to that damage type you don't want to be affected by. The fairplay enforcement in UTF uses that method and sets it to "All" which means "god-mode".

For falling damage it's 'cratered' or 'fell'... dunno something like that... so you'd have to make a subclass of jumpad, set the pawn jumping to invulnerable when it jumps... but... you'd need some timed event that resets invulnerability when the pawn has landed. Since you can't intercept the "landed event in the pawn" a timed event seems most likely to be used...

Bah... just put a small waterzone in all landing places lol

EDIT: Hmm how about a zone info that nulls your velocity when entered? Hmmm....

Posted: Sun Jan 02, 2005 4:26 pm
by Xavious
um the nulling velocity would be same as putting in air control...stops you in mid air (which looks incredibly stupid really)

water zone no heh. its basically 1 huge platform in middle, with 8 platforms going round outside. each corner platform has 2 pads, side has 3 pads, and midle has 4. so u can kinda guess the layout. and all the outside platforms are Tiny! so definately no space for it.

hum...so it wouldnt take long to make a small script stopping the cratered damage? (hint hint! no only joking, i would like someone to make it for me but im sure ill find someone eventually.)