MH-EasterInWonderland

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VatcilliZeitchef
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MH-EasterInWonderland

Post by VatcilliZeitchef » Sat Aug 10, 2013 1:00 am

Hello again fellow huntsmen and huntresses!
Kaya here with yet another map, it's a very late release of something I promised to make for a friend of mine. . . A year ago.
But I got extremely Pre-occupied since.

It's "Loosely" based on Alice in wonderland (Both the books and the game) And the only thing about it that has to do with Easter is the health pickups really (Multicoloured Eggs.)
Screenshots and download link below!

Screenshots:




Dropbox link:
https://www.dropbox.com/s/7lscu6vshcgb265/Alice.zip (Last update 21-09-2013 22:33)

MapRaider Link:
http://www.mapraider.com/maps/unreal-to ... WonderLand

(Bots now work! woo!)

The map contains:
Custom Monsters (Reskins and stat changes mostly along with some small effects which might be, surprising)
Custom textures (Some home-made, some taken from other packs)
Custom items (Health pickups)
'custom' music (From other maps)
Last edited by VatcilliZeitchef on Mon Sep 30, 2013 11:20 pm, edited 6 times in total.
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EvilGrins
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Re: MH-EasterInWonderland

Post by EvilGrins » Sat Aug 10, 2013 2:14 am

Will there be a Jabberwocky?
White nali-rabits?
Things you can 'drink' that make you either VERY BIG or very small?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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UnrealGGecko
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Re: MH-EasterInWonderland

Post by UnrealGGecko » Sat Aug 10, 2013 11:29 am

Downloading, feedback later today or tomorrow.

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VatcilliZeitchef
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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sat Aug 10, 2013 12:19 pm

EvilGrins wrote:Will there be a Jabberwocky?
Yes.
EvilGrins wrote:White nali-rabits?
I will need to think on this.
EvilGrins wrote:Things you can 'drink' that make you either VERY BIG or very small?
Yes.
GEx wrote:Downloading, feedback later today or tomorrow.
thanks!
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UT99.org

Re: MH-EasterInWonderland

Post by UT99.org » Sat Aug 10, 2013 12:46 pm

medor wrote:Nice

Can you give me the custom pawn you use in ?

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VatcilliZeitchef
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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sat Aug 10, 2013 1:41 pm

Custom pawns? Well they are all in MyLevel and are really mostly copy and paste scripts of existing pawns. The Card Warriors are a reskinned subclass of the IceSkaarj with some script of the TarydiumBarrel (Under decoration) put into the script. Ditto for the Cardians, except they are subclassed from the KrallElite. The JabberWocky has some script altered to change it's projectile (Which is harder than is seems on a titan), and the Slithy Troves are Sliths with script from the UT player carcass messily pasted in. I still need to find a way to make them NOT GIB ON DEATH so the effect becomes more clear.

Oh, and to answer EvilGrins on the Rabbit.
Image
Yew axed 4 it, Biches!
Last edited by VatcilliZeitchef on Sat Aug 10, 2013 4:26 pm, edited 1 time in total.
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Re: MH-EasterInWonderland

Post by papercoffee » Sat Aug 10, 2013 4:16 pm

VatcilliZeitchef wrote: Oh, and to answer PaperCoffee on the Rabbit.
:shock: who? ...till now didn't I participate in this discussion.

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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sat Aug 10, 2013 4:26 pm

Oops! What was I thinking >.< It was EvilGrins that said that, my apologies!

Anyway, Fixed some issues in online play and replaced the download! It also has the bunny now. Thou it's just there for fun, nothing final yet.

There's still a lot of issues with the monsters I'd like to ask someone to help me with thou.
The biggest ones being the Jabberwocky and the Exploding monsters. . . Perhaps I could hope for Medor's help here?
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Re: MH-EasterInWonderland

Post by UnrealGGecko » Sun Aug 11, 2013 6:46 am

Played it, it was fun! The card monsters liked to fight eachother, which is the only bug I found with my playthrough.
Where does the 4th teleport lead again? The map ended after reaching some cave and I think (forgot, terrible memory :tongue:) I only got 3 teles active (the last was at the beginning of the swamp). Awesome map with great scripts (rolling boulder, magic book bridge (my fave :P)), will download the new version soon.

EDIT: Ups, Oldschool was on, I don't remember turning it on :mrgreen:

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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sun Aug 11, 2013 11:40 am

Ah yes, the card monsters fighting each other was my bad, I think I fixed it! (I set them to attitude 'ignore' before because I thought that was best, rather than Attitude 'Friendly') the map should now have 0% monster VS monster fighting (Except the white rabbit, it will still attack other monsters, not the players thou. Bots won't attack it on purpose either.)

There's still two issues I would like fixed. The Jabberwocky sometimes stops attacking when it tries to get into melee range. But I don't want it to move from it's position!
And the card monsters explode before registering a kill, thereby creating accessed none log spam, I would like to see that fixed too.
Sadly neither of those are within my current scripting ability,

As for the teleporter, it's 'reserved' for the last part!
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Re: MH-EasterInWonderland

Post by bobisunreal » Sun Aug 11, 2013 2:04 pm

i tried to play this in unreal 227 , with various mods , and it works , but the swjumppad crashes the game almost a few seconds after it starts... fyi

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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sun Aug 11, 2013 2:11 pm

Unreal 227? You mean the old unreal(Or unreal gold) I did not expect it to be playable there. You could easily strip out the swjumppads to be honest, the only thing they add is bot support.
If you want it I can strip out the jumppads in the final version and the references to monsterhunt, perhaps replace the UT weapons so that it might work on Unreal. I don't know if it takes more than that or not.
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Re: MH-EasterInWonderland

Post by JackGriffin » Sun Aug 11, 2013 2:17 pm

VatcilliZeitchef wrote:
There's still two issues I would like fixed. The Jabberwocky sometimes stops attacking when it tries to get into melee range. But I don't want it to move from it's position!
And the card monsters explode before registering a kill, thereby creating accessed none log spam, I would like to see that fixed too.
Sadly neither of those are within my current scripting ability,
Send me some logs from this if you have them and I'll look at it for you Al. I'll be in there already later today for the model fix.
So long, and thanks for all the fish

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Re: MH-EasterInWonderland

Post by bobisunreal » Sun Aug 11, 2013 3:04 pm

You mean the old unreal(Or unreal gold) I did not expect it to be playable there.
yes but , it was a bit more involved then simply loading it , i used various mods (botpack, oldskool) and a modified monsterhunt to get it to load.

what i did to try to fix since removing and rebuilding with sw jumppads deleted didnt help .
was i deleted all the code in swjumpad and recompiled so it appears as a teleporter. it loads and is more playable but it still unstable for some reason(easily crashed by random things) dont worry about unreal. i just did it to see it for fun to show some players your map that dont play ut.

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Re: MH-EasterInWonderland

Post by VatcilliZeitchef » Sun Aug 11, 2013 3:32 pm

JackGriffin wrote: Send me some logs from this if you have them and I'll look at it for you Al. I'll be in there already later today for the model fix.
Well, there's this part:

Code: Select all

ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Engine.GameInfo.ScoreKill:003C) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.TeamGamePlus.ScoreKill:01F0) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:018D) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:01FD) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:0257) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:02C7) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:0392) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.ScoreKill:0426) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function MonsterHunt.MonsterHunt.Killed:004B) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-EasterInWonderLand05.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: JabberPocky MH-EasterInWonderLand05.JabberPocky0 (Function MH-EasterInWonderLand05.JabberPocky.Flying.BeginState
But the reason the name of the killed pawn does not show up is probably the fact the monster explodes too soon:

Code: Select all

var() int explosionDamage;

function PlayDeathHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
	Skin=Texture'Botpack.WarExplosionS.we_a12';
	setCollision(false, false, false);
	AmbientSound=none;
	//Destroy();
}


function Killed(pawn Killer, pawn Other, name damageType)
{
	if (Other == self){
		Explosion();
	}
}	


function Explosion()
{
	local SpriteBallExplosion f;
	local RingExplosion3 r;		

	HurtRadius(explosionDamage, 128, 'exploded', 100, Location);
	f = spawn(class'SpriteBallExplosion',,,Location + vect(0,0,1)*16,rot(16384,0,0));
	f.DrawScale = 1;
	r = spawn(class'RingExplosion3',,,Location - Vect(0,0,16),rot(16384,0,0));
	r.DrawScale = 1;
	Destroy();
}
As a result The only thing that comes up when you kill it is "Player killed" Instead of "Player killed a Two of Clubs"
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