MH mapping · Tentacle

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
EvilGrins
Godlike
Posts: 9690
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

MH mapping · Tentacle

Post by EvilGrins »

I've never put one of these monsters on a map before.

If you put a tentacle on the ceiling, does it just stay there automatically?
Or do you have to do something special to get it to stick?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
ASLY

Re: MH Mapping · Tentacle

Post by ASLY »

Yes if you set a Tentacle to the ceiling it just stay. But when you play online you have fun with the Tentacles, sometimes come down to the floor, it's a little bug.
Tentacles are very good monsters, try to put somewhere where players can't see. A zone where you can falling down put the Tentacle.
First go to Actor > Projectile > Razor2 > Razor2Alt | Tentacle Properties > Combat > RangedProjectile > Class'Botpack.Razor2Alt' | Try it if you want.
Anyway in MH-CleaningUTJFix map there is Tentacles in the water and Tentacles can sliding on the ceiling, looks weird but funny.

MH-CleaningUTJFix If you have any question with the pawns just ask me, I answer for you with pleasure. Image
User avatar
EvilGrins
Godlike
Posts: 9690
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: MH mapping · Tentacle

Post by EvilGrins »

MH-CleaningUTJFix is interesting, floating tentacles were kinda cool; think they were grasping the waterline.

Map has a problem though:
Image
There's an error of some sort where those bodies all are, I fell into it 3 times before I figured to swim around it. Anything that goes there dies immediately.

Doubt that was on purpose.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: MH mapping · Tentacle

Post by papercoffee »

Yup ...looks like someone made an unintentional BSP cut. And this is resulting in an deadly clusterfuck inside the water-zone.
User avatar
UnrealGGecko
Godlike
Posts: 2903
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania
Contact:

Re: MH mapping · Tentacle

Post by UnrealGGecko »

Funny when this happens on a map with "fix" in its name. :ironic:
User avatar
EvilGrins
Godlike
Posts: 9690
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: MH mapping · Tentacle

Post by EvilGrins »

papercoffee wrote:Yup ...looks like someone made an unintentional BSP cut. And this is resulting in an deadly clusterfuck inside the water-zone.
Directly on the path of the bot-pathing too...
UnrealGecko wrote:Funny when this happens on a map with "fix" in its name. :ironic:
...maybe that was the fix? A lot of people seem to REALLY have a problem with bots.

Eventually human players would figure out to avoid that spot.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
EvilGrins
Godlike
Posts: 9690
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: MH mapping · Tentacle

Post by EvilGrins »

So, back on point: Tried putting a tentacle on a map and it worked great. Very easy... but then I wondered about orientation.

I tried putting one on a map sideways. Instead of a ceiling, put it on a pillar/wall. In UnrealEd I turned it so it was facing the appropriate way...
Image
...but it didn't work. In Ue it looked fine, in-game it turned itself around so it was facing downwards again.

Is it possible to do this?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
ASLY

Re: MH mapping · Tentacle

Post by ASLY »

Never try it I will take a look for it if I have time. Maybe yes it's not possible I check it later what I can do.
User avatar
EvilGrins
Godlike
Posts: 9690
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: MH mapping · Tentacle

Post by EvilGrins »

ASLYE702 wrote:Never try it I will take a look for it if I have time. Maybe yes it's not possible I check it later what I can do.
Thanks, let me know how it goes.

Could swear I've seen tentacles on other angled surfaces before...
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: MH mapping · Tentacle

Post by papercoffee »

EvilGrins wrote:
ASLYE702 wrote:Never try it I will take a look for it if I have time. Maybe yes it's not possible I check it later what I can do.
Thanks, let me know how it goes.

Could swear I've seen tentacles on other angled surfaces before...
Could swear just the opposite.
User avatar
Radi
Adept
Posts: 362
Joined: Tue Apr 16, 2013 12:41 pm
Location: DeGie - PL

Re: MH mapping · Tentacle

Post by Radi »

I think it is not possible to rotate scripted pawns so they stay that way (like turned upwards down), because they have animations made like that and engine render these models based on this. But I can be wrong here :)
User avatar
Barbie
Godlike
Posts: 2802
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MH mapping · Tentacle

Post by Barbie »

EvilGrins wrote:Map [MH-CleaningUTJFix] has a problem though:
[...]
There's an error of some sort where those bodies all are, I fell into it 3 times before I figured to swim around it. Anything that goes there dies immediately.

Doubt that was on purpose.
A bit late answer, but I accidentally found this thread and know the reason: outside the playground are triggers that cause players to die ("%o has gonna out of the WC"). Trigger6's collision radius is set too big and overlaps with subtractive Brush9.
My solution done in MapPatcher.uc:

Code: Select all

if (FindActorByName('Trigger6', A, 'Trigger'))
{
	A.SetCollisionSize(3053, A.CollisionHeight);// original value of 3400 overlaps with Brush9
	PatchCount++;
}
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Red_Fist
Godlike
Posts: 2164
Joined: Sun Oct 05, 2008 3:31 am

Re: MH mapping · Tentacle

Post by Red_Fist »

I think all you have to redo and edit for a new class, is the X rotation to 16535 as it's default.
Binary Space Partitioning
Post Reply