Search found 18 matches

by Sat42
Mon Aug 10, 2020 9:03 am
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Re: Music for area - trigger on/off when player entering/leaving

The problem of that code is that it is designed for a single player only (and works fine then). Let's switch to multi player: should all players get the same music? If so and Player A is in Zone 1 with music alpha and Player B in Zone 2 with music beta, what music should be played for both? So this...
by Sat42
Mon Aug 10, 2020 8:59 am
Forum: Mapping
Topic: Beer, wine, liquor decoration objects for UT?
Replies: 10
Views: 308

Re: Beer, wine, liquor decoration objects for UT?

:tu: Thank you guys for pointing to additional resources!
by Sat42
Sun Aug 09, 2020 2:59 pm
Forum: Mapping
Topic: Beer, wine, liquor decoration objects for UT?
Replies: 10
Views: 308

Re: Beer, wine, liquor decoration objects for UT?

I am asking if anyone knows of a pack of decoration objects for UT related to drinks: beer/wine/liquor bottles, glasses, etc. There's probably several - two come to mind immediately - search out the Beer mod and the WSBottleCanPack1. The Badlands mod has quite a few bottles, jugs etc but most (all?...
by Sat42
Sun Aug 09, 2020 11:45 am
Forum: Mapping
Topic: Beer, wine, liquor decoration objects for UT?
Replies: 10
Views: 308

Beer, wine, liquor decoration objects for UT?

A funny topic I know! I am asking if anyone knows of a pack of decoration objects for UT related to drinks: beer/wine/liquor bottles, glasses, etc. I am making a bar and there is only so much I can do with barrels! :lol: Using BSP geometry to make such stuff is impractical, so yeah decoration object...
by Sat42
Sun Aug 09, 2020 11:30 am
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Re: Music for area - trigger on/off when player entering/leaving

I would have used the Zone Events ActorEntered() and ActorLeaving(). Event driven procedures are cheaper than polling. Entirely agree, that's why a zone has entry code and exit code, not only for physics checks. A bit above my head I'm afraid! Certainly for SP the AreaMusic actor code shared above ...
by Sat42
Sat Aug 08, 2020 7:51 pm
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Re: Music for area - trigger on/off when player entering/leaving

:tu: Yeah I dig the disco concept too and thanks to gopostal I got a Disco Ball in the game too! 8) To wrap things up here, I would like to share another solution I got over at OldUnreal: Yrex got back to me with an elegant solution - a custom actor called literally AreaMusic, it's not online tested...
by Sat42
Sat Aug 08, 2020 12:59 pm
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Re: Music for area - trigger on/off when player entering/leaving

Try this! ( See attachment) A little explaination: 1 Before starting, type "killpawns" in console to get rid of the bots. 2 Some triggers have intervals of 5 seconds ( toggle) and some of 1 minute to hear at least the music for a moment. 3 Left 1 room for you open to toy with as practice =) You can...
by Sat42
Fri Aug 07, 2020 3:08 pm
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Re: Music for area - trigger on/off when player entering/leaving

This is very easily done! Lots of my maps have this same idea, and not only with sound but with lights as well.... I'll prepare a map for you ;) That is great to hear, thanks a lot Terraniux!! :o Looking forward to a working example, once I have the template it will be so useful! (including for lig...
by Sat42
Fri Aug 07, 2020 1:31 pm
Forum: Mapping
Topic: Music for area - trigger on/off when player entering/leaving
Replies: 12
Views: 314

Music for area - trigger on/off when player entering/leaving

I made a parallel thread over at OldUnreal forums, if the answer arrives there first, I will post the solution here. Title says it all: I have a corridor (of sorts) of convenient length leading to a bar; I want music (proper .umx, not sound) to kick in when the player enters the area, and the same ...
by Sat42
Fri Aug 07, 2020 1:06 pm
Forum: Mapping
Topic: [SOLVED] How to make descending smoke
Replies: 17
Views: 762

Re: [SOLVED] How to make descending smoke

I forgot to reply to the added info on particle systems: @Feralidragon: thank you for the detailed info! I think thanks to the upcoming fan patch for UT99, we should have more cross compatibility between U227 and UT99 in the near future. Besides that, my interest is solely in single player adventure...
by Sat42
Sun May 24, 2020 12:01 pm
Forum: Tools and Programs
Topic: Importing Deus Ex animated character model to Unreal/UT99
Replies: 0
Views: 556

Importing Deus Ex animated character model to Unreal/UT99

Hi all, Some time ago, I discovered UMS Solaris , a single player adventure made by Swordtail for Unreal/UT99 . It's notable for many reasons, the one most relevant to this topic being the use of a cat ScriptedPawn ripped straight out of Deus Ex ! The cat has the mesh, animation frames, textures and...
by Sat42
Sat May 23, 2020 7:01 pm
Forum: Mapping
Topic: [SOLVED] How to make descending smoke
Replies: 17
Views: 762

Re: [SOLVED] How to make descending smoke

This was Jack Griffin's magic (a member on this forum). He made those new actors which control each zone and make a set of meshes appear, which where placed beforehand (by me). Each mesh has its own coordinates written in a list and the controller actor will look in the list which combination of me...
by Sat42
Sat May 23, 2020 3:31 pm
Forum: Mapping
Topic: [SOLVED] How to make descending smoke
Replies: 17
Views: 762

Re: How to make descending smoke

:mrgreen: did you also discover the Mushroom King? I went back to it today and discovered new things this time, including an "underwater" room and snowmen! Not sure about the Mushroom King, there were 2 statues I already encountered on my first play last time which have giant mushroom headpieces. I...
by Sat42
Thu May 21, 2020 3:57 pm
Forum: Mapping
Topic: [SOLVED] How to make descending smoke
Replies: 17
Views: 762

Re: How to make descending smoke

Hi everyone, First of all many thanks for all the answers!! My problem is solved :D What happens if you are using SmokeHose and SmokeHoseDest ? I don't recall to have problems with these.(...) Yes, I was going to say, they have a smokehose destination actor. That's right guys, that was the solution ...
by Sat42
Wed May 20, 2020 2:41 pm
Forum: Mapping
Topic: [SOLVED] How to make descending smoke
Replies: 17
Views: 762

Re: How to make descending smoke

This is probably not what you are asking but I used a sheet brush with a smoke texture from XbpFX and made it go down in my Bishops Palace map. I don't know how to make smoke from a smoke generator go down. It might be a work around for you to try out and see if it will work for what you are trying...