Screenshots

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Metalfist
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Re: Screenshots

Post by Metalfist »

Finished the BSP of the first third of the city/fortress. There was going to be more scaffolding and a bridge on the tower, but that resulted in Ued deciding half the tower should be gone, so alas it was not to be.
Have you tried to convert some pieces to semi-solids? Maybe that fixes it, be carefull though sometimes a semi-solid becomes non-solid (loses it collision) and players can pass through.
Hourences tutorial about semi-solids: http://www.hourences.com/tutorials-semi-solids/
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zacman
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Re: Screenshots

Post by zacman »

I considered it, but due to its placement it's most likely going to be cut over by a zone portal later on, and I decided it wasn't worth the later buggery.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

Yet another map edit, working on permission but being most everybody is out doing holiday stuff it will have to wait.

In the meantime...
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...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots

Post by papercoffee »

EvilGrins wrote: ...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
Level info?
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

papercoffee wrote:
EvilGrins wrote: ...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
Level info?
That was actually the first place I looked.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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papercoffee
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Re: Screenshots

Post by papercoffee »

EvilGrins wrote:
papercoffee wrote:
EvilGrins wrote: ...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
Level info?
That was actually the first place I looked.
Wait ....are those map objectives? Then it could be a special triggered actor.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

papercoffee wrote:
EvilGrins wrote:
papercoffee wrote:
EvilGrins wrote: ...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
Level info?
That was actually the first place I looked.
Wait ....are those map objectives? Then it could be a special triggered actor.
Seem to be, you get to a point and new messages pop up... although they're kinda badly triggered. Supposed to be when an entire species of monster is wiped out... but there's still like 100 more of each kinda after the count gets to 0.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots

Post by ASLY »

EvilGrins wrote:
papercoffee wrote:
EvilGrins wrote:
papercoffee wrote:
EvilGrins wrote: ...the text in the beginning of a map, the intro: where might I look to find it so I can edit it?
Level info?
That was actually the first place I looked.
Wait ....are those map objectives? Then it could be a special triggered actor.
Seem to be, you get to a point and new messages pop up... although they're kinda badly triggered. Supposed to be when an entire species of monster is wiped out... but there's still like 100 more of each kinda after the count gets to 0.
Okay so...
MonsterHunt.u > Actor > Triggers > MonsterEvent > Properties > MonsterEvent > Message > (?)
You can set it up with a Trigger or with TimedTrigger, but you don't really need the MonsterEvent you can do that message with a SpecialEvent
The different is in MonsterEvent and SpecialEvent, the MonsterEvent message is green, SpecialEvents color is blue

TimedTrigger:
Set the TimedTrigger and a SpecialEvent in your map
TimedTrigger Properties:
  • Events > Event: MessageTutorial
  • TimedTrigger > bRepeating: True
  • TimedTrigger > DelaySeconds: (?) Time - I set it in my map too 300.000000 [300 Sec - 5 Minute]
SpecialEvent Properties:
  • Events > Tag: MessageTutorial
  • SpecialEvent > Message: (?) Text
That's all, now in your map in every 5 minute shows the text what you set up
Important! Events and Tag name set too the same name
I don't know how set a message which you can only use once, or maybe...

Trigger Properties:
  • Trigger > bTriggerOnceOnly: True
So if you want this version use this, if you touch the Trigger the message comes, but only once
Do the same settings to the SpecialEvent or the MonsterEvent
There is some (_@_) MH Map where there is some message in the map begining
Maybe check some map in the UnrealEditor and you will see how it's really works, hope I can helped for you

Downloadlink:
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zacman
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Re: Screenshots

Post by zacman »

EvilGrins wrote: Seem to be, you get to a point and new messages pop up... although they're kinda badly triggered. Supposed to be when an entire species of monster is wiped out... but there's still like 100 more of each kinda after the count gets to 0.
You want the SpecialEvent, with bBroadcast set to True. As for the counting, Counters have a limit of 255, so if there's more than 255 monsters spawned then the trigger has to go off early - it can't count any higher.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

Much thanks ASLYE702 & zacman, I'll take a look at those as soon as i'm home.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots

Post by ASLY »

You're Welcome EvilGrins ;)
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

So, again thanks to ASLYE702 & zacman & papercoffee.

Intro messages, as well as messages that occur as you proceed further into the game, are these blue squares:
Image
Event moments, monster ones, are set to these. The initial ones seem to have a separate proximity detector, they don't start until you get close to the door inside the cabin, that kicks them off... and others at different stages of the map.

Given the map I'm editing has no way to tell, without peeking in UnrealEd, where the exit is, I'm currently trying to come up with slightly altered intro messages that include that detail up front.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots

Post by ASLY »

So it's working?... You did it?
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

ASLYE702 wrote:So it's working?... You did it?
Yeah, I reset the messages to what I wanted.

I'm particularly proud of this one:
Image
Image
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Radi
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Re: Screenshots

Post by Radi »

hehe ;p good one.
Anyway Im proudly presents two screenies from my almost finished map, still strugling with many BSP errors but should be done :)
Attachments
features new HD textures too
features new HD textures too
map is huge and architecture somewhat complicated
map is huge and architecture somewhat complicated
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