This would probably work better if I was at home but it's bugging me now and I'm at work.
There's a beautiful Pac-Man themed map for UT. Basic blue walls, warp-zone-teleports on either side, power dots in corners AMP all weapons, etc. Think it's called DM-LS_PacMan, but don't hold me to that. It's a great map for playing Last Man Standing in.
In the center of the map there's a room where nothing can be killed (looks like a cafe run by playerbots) I've played with MonsterSpawn running enough to know that not even monsters can be killed in there.
How is that possible?
...and can it be re-created in other maps?
Pac-Man question
- EvilGrins
- Godlike
- Posts: 9731
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Pac-Man question
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Pac-Man question
Every zone has the property "bNeutralZone":EvilGrins wrote:In the center of the map there's a room where nothing can be killed [...] How is that possible?
Code: Select all
class ZoneInfo extends Info native nativereplication;
[...]
// Zone flags.
[...]
var() bool bNeutralZone; // Players can't take damage in this zone.
Code: Select all
function int ReduceDamage( int Damage, name DamageType, pawn injured, pawn instigatedBy ) {
if( injured.Region.Zone.bNeutralZone )
return 0;
return Damage;
}
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- EvilGrins
- Godlike
- Posts: 9731
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: Pac-Man question
Thanks Barbie.
Part of the reason I was curious is I frequently get asked to do edits of MonsterHunt maps to convert to Deathmatch by someone who will remain nameless...
...and rather than setup new spawn points (not a strength of mine) I toyed with the notion of letting everyone spawn into the same area where there's weapons but they can't hurt each other.
Wholesale slaughter of each other could only begin after they left the cabin:
Kind of a built in spawning-protection... except there's no time limit. They just gotta get outta there and duck for cover.
Part of the reason I was curious is I frequently get asked to do edits of MonsterHunt maps to convert to Deathmatch by someone who will remain nameless...
cough cough
Hook
Wholesale slaughter of each other could only begin after they left the cabin:
Kind of a built in spawning-protection... except there's no time limit. They just gotta get outta there and duck for cover.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- papercoffee
- Godlike
- Posts: 10449
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
- Contact:
Re: Pac-Man question
THIS is a very BAD idea!!EvilGrins wrote: ...and rather than setup new spawn points (not a strength of mine) I toyed with the notion of letting everyone spawn into the same area where there's weapons but they can't hurt each other.
Especially if you want to edit this map for a certain someone, because he is totally hooked to Redeemer game play. People tend to camp with this weapon and the first who gets out will just do this and wait for the others to step out of the cabin. This is a nobrainer match that way.
-
- Godlike
- Posts: 3774
- Joined: Fri Jan 14, 2011 1:53 pm
- Personal rank: -Retired-
Re: Pac-Man question
paper is right. Way right.
Converting maps from one gametype to another is much harder than it seems at first attempt. MH is bad news because there are so many gametype-specific actors embedded into the maps. Counters that open doors/new areas is just one simple example. Trust me, you'll mess up in ways that you never considered because players are quite good at figuring out exploits.
DM gameplay has been perfected over decades of trial and error. If almost all DM maps have remote spawnpoints then it's for a reason. Changing that dynamic isn't going to work, it's only going to make you realize why evolution has went in this direction.
Converting maps from one gametype to another is much harder than it seems at first attempt. MH is bad news because there are so many gametype-specific actors embedded into the maps. Counters that open doors/new areas is just one simple example. Trust me, you'll mess up in ways that you never considered because players are quite good at figuring out exploits.
DM gameplay has been perfected over decades of trial and error. If almost all DM maps have remote spawnpoints then it's for a reason. Changing that dynamic isn't going to work, it's only going to make you realize why evolution has went in this direction.
So long, and thanks for all the fish
- EvilGrins
- Godlike
- Posts: 9731
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: Pac-Man question
Was kinda hoping it might be simple to delete doors and counters, but you're right.JackGriffin wrote:Converting maps from one gametype to another is much harder than it seems at first attempt. MH is bad news because there are so many gametype-specific actors embedded into the maps. Counters that open doors/new areas is just one simple example.
If nothing else, get some help if attempting that kind of conversion.
Campers with redeemers can be countered by the safe-zone. If someone steps out and sees a redeemer coming at them, just step back in and they're safe... but yeah, I see what you mean.papercoffee wrote:This is a nobrainer match that way.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins