Blocking mover in the preview?
- editor Dave
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Blocking mover in the preview?
Is there a chance of making a mover block the player in the preview? The idea is that the player may not enter a secret room before the match begins.
In DM-Codex there's no block in the preview mode.
I tried it with BlockAll actors, but in the preview you can even fly through these.
Has anybody an idea?
In DM-Codex there's no block in the preview mode.
I tried it with BlockAll actors, but in the preview you can even fly through these.
Has anybody an idea?
10-Year Anniversary on Jun 08, 2019.
Re: Blocking mover in the preview?
You can make a script that kills all players in a given radius from the actor even if in ghost mode (i think)
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Re: Blocking mover in the preview?
If the secret room isn't glaringly obvious, I don't think people accidently stumbling on it will be a problem. During the 'preview', I generally survey the layout really quickly and look for powerups. I'm not feeling up against walls for secret passages.
Last edited by Renegade on Wed Aug 03, 2011 6:08 pm, edited 1 time in total.
Re: Blocking mover in the preview?
Teleports?
creating a totaly separated room only accesible by teleports.
You can even make them completely invisible and gidden too, wich will make it a bit harder to find it in the editor too. "Search for actors" command will still find it though.
creating a totaly separated room only accesible by teleports.
You can even make them completely invisible and gidden too, wich will make it a bit harder to find it in the editor too. "Search for actors" command will still find it though.
Re: Blocking mover in the preview?
medor wrote:There is that on snipermania unreal://195.200.192.251:7777/
- editor Dave
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Re: Blocking mover in the preview?
Hm, I already built the secret room and I'm very satisfied with its position. Anyway, thanks for your answers.
JackGriffin PMed me that he could script something like that.
JackGriffin PMed me that he could script something like that.
10-Year Anniversary on Jun 08, 2019.
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Re: Blocking mover in the preview?
I always wanted to have something like this as well, but me got told, this is actually not possible. I forgot the reasons, long time ago...editor Dave wrote:Hm, I already built the secret room and I'm very satisfied with its position. Anyway, thanks for your answers.
JackGriffin PMed me that he could script something like that.
If he can make it possible, that would be not that bad at all.
But actually I "just" need to know the class which is responsible for this working procedure.
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My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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Re: Blocking mover in the preview?
I have it fixed (and within the parameters you PM'ed me Dave). I'll post the code as soon as I get home. Shall I send it privately to you two guys or do you want it shared?
So long, and thanks for all the fish
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Re: Blocking mover in the preview?
Hey, cool!
I think it is the best solution if you will post it here in this thread so that everybody could take advantage from the code
I think it is the best solution if you will post it here in this thread so that everybody could take advantage from the code
10-Year Anniversary on Jun 08, 2019.
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Re: Blocking mover in the preview?
What he says... in case I was meant...editor Dave wrote:Hey, cool!
I think it is the best solution if you will post it here in this thread so that everybody could take advantage from the code
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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Re: Blocking mover in the preview?
EDIT: Upload replaced. My fault for hurrying. Ugh, no quality control on my part. Look a little farther in the thread.
There you go, have fun. BTW there is also another way to "privatize" a part of your map if you want. Go to my MH servers here:
206.51.238.106:2222
and vote for "MH-MHMVillage-fixed.unr". It's a pig of a download but just let it go. Once you get into the map move around a bit then open your console and enter:
mutate warpme
This will pop you into the members section of the map. Unless you know this password you can't get into the village. If this interests you I'll send you the mod and show you how it works. Oh BTW the password(s) are saved server side so the server admin can change them if they leak out. At one time each member of the village had a house with their own password, thereby (in effect) "locking" their house then they were away. The possibilities of this are endless if you are looking for a more recreational style of play.
Oh and about the mod...Just embed the U into your maps. Spectators will collide with stuff now whether it's pre-game or they join later as a spec. This mod could go a bunch of different ways so consider what else you want to stop a spec from doing and just add it to the timer function.
There you go, have fun. BTW there is also another way to "privatize" a part of your map if you want. Go to my MH servers here:
206.51.238.106:2222
and vote for "MH-MHMVillage-fixed.unr". It's a pig of a download but just let it go. Once you get into the map move around a bit then open your console and enter:
mutate warpme
This will pop you into the members section of the map. Unless you know this password you can't get into the village. If this interests you I'll send you the mod and show you how it works. Oh BTW the password(s) are saved server side so the server admin can change them if they leak out. At one time each member of the village had a house with their own password, thereby (in effect) "locking" their house then they were away. The possibilities of this are endless if you are looking for a more recreational style of play.
Oh and about the mod...Just embed the U into your maps. Spectators will collide with stuff now whether it's pre-game or they join later as a spec. This mod could go a bunch of different ways so consider what else you want to stop a spec from doing and just add it to the timer function.
Last edited by JackGriffin on Fri Aug 05, 2011 12:01 pm, edited 2 times in total.
So long, and thanks for all the fish
- editor Dave
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Re: Blocking mover in the preview?
Thanks!
How do I embed this? I opened the package and I didn't find any actor called "SpawnAdjuster". Maybe I didn't look precisely enough. Or is it called differently? In which category is the actor?
And if I had myleveled the u-file it would not work, right?
How do I embed this? I opened the package and I didn't find any actor called "SpawnAdjuster". Maybe I didn't look precisely enough. Or is it called differently? In which category is the actor?
And if I had myleveled the u-file it would not work, right?
10-Year Anniversary on Jun 08, 2019.
Re: Blocking mover in the preview?
Im not on my laptop now but i guess its in info->mutator to embed it just add the actor in the map.
- editor Dave
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Re: Blocking mover in the preview?
Thanks, @tack, you are right.
Now I placed in the SpawnAdjuster and played the map through UED but the new actor didn't effect anything.
Do have to change some settings?
Now I placed in the SpawnAdjuster and played the map through UED but the new actor didn't effect anything.
Do have to change some settings?
10-Year Anniversary on Jun 08, 2019.
Re: Blocking mover in the preview?
I tried it too and it didnt work, i changed the first inputvariable of setcollision to true and it worked, also i changed the code a litttttle bit, hope its okay?
edit:this is weird sometimes it doesnt work, i think i know why gimme a sec
edit2: oh i think it didnt work cuz i touched a triggereddeath so just dont touch em :p
Code: Select all
class SpawnAdjuster expands Mutator;
function PostBeginPlay()
{
SetTimer(1.0, False);
if ( NextMutator != None )
NextMutator.PostBeginPlay();
}
function Timer()
{
local Pawn P;
for (P=Level.PawnList;P!=none;P=P.NextPawn)
{
if (P.bIsPlayer)
{
if (PlayerPawn(P).PlayerReplicationInfo.bIsSpectator)
P.SetCollision(True, True, True);
}
}
}
edit2: oh i think it didnt work cuz i touched a triggereddeath so just dont touch em :p
- Attachments
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- SpawnAdjuster.rar
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