DM (+DOM) Tenshutaishite

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Red_Fist
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Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

If they jump early is because they still see that lift exit and not the top one. Jump too soon, move them away, if they never go for the lift it's too far away.

Imagine looking up and you can see ,,,line of site,,,, you want to see the top one in enough in-time , make it so the top one just peeking over the edge, the bottom a tad farther away so they won't jump back off, it's a pain and you have to watch the bots each time to see it working.

HOWEVER, if you use trigger open timed with a trigger at the bottom and top and the mover won't move until the re-trigger time is over.
But what happens is a bot or more will be forced to go up and see the other lift exit, and the ones on the ground can't get on until the lift trigger time is ready.

Set the mover to stand open timed and set "moveEncroachType" to "Ignore" (using triggers only), so when the mover comes down with a bot underneath the mover won't pop right back up again or keep smashing them on the head..

You can also use one trigger half way up with a tall collision so one trigger will work on both ends along with using Re-trigger delay that matched the total move time. There is no way it can't work because the top bot will be gone and the new bot or bots below will be forced to ride up after the mover moved back and the trigger is ready again.

It's a pain,,,I know, but it's not near as hard as you are thinking.

I used the one trigger for very high lifts and works very good.
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Red_Fist wrote: Mon Jul 21, 2025 2:05 am If they jump early is because they still see that lift exit and not the top one. Jump too soon, move them away, if they never go for the lift it's too far away.

Imagine looking up and you can see ,,,line of site,,,, you want to see the top one in enough in-time , make it so the top one just peeking over the edge, the bottom a tad farther away so they won't jump back off, it's a pain and you have to watch the bots each time to see it working.

HOWEVER, if you use trigger open timed with a trigger at the bottom and top and the mover won't move until the re-trigger time is over.
But what happens is a bot or more will be forced to go up and see the other lift exit, and the ones on the ground can't get on until the lift trigger time is ready.

Set the mover to stand open timed and set "moveEncroachType" to "Ignore" (using triggers only), so when the mover comes down with a bot underneath the mover won't pop right back up again or keep smashing them on the head..

You can also use one trigger half way up with a tall collision so one trigger will work on both ends along with using Re-trigger delay that matched the total move time. There is no way it can't work because the top bot will be gone and the new bot or bots below will be forced to ride up after the mover moved back and the trigger is ready again.

It's a pain,,,I know, but it's not near as hard as you are thinking.

I used the one trigger for very high lifts and works very good.
Oh it's just that the lift in question is just a bit complicated for bots to understand. I can't use standopentimed for them because you have to be able to call the lift from above, so there has to be a trigger at the top, it also has doors at both the top and bottom that open when the lift is there, think of a modern elevator. I struggled with the timings and now I got something for it the bots refuse to deal with it. I guess an option is to not have it toggled but have it always start at the bottom!

I will get back to it eventually!
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GEARvision
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Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

Hi

I love this map - It is a breath of fresh air I was looking for
I don't dig up a lot of maps, but this one takes the cake, not too ambitious, not too claustrophobic, the right size, it is larger than it seems, and that is quite well accomplished, as you find yourself focused within the area you travel, the map moves fast as you zip past each room, the large area outside is condensed into mostly a pool of water, I'd design it that way too, large areas to walk on only ask for a spam fest

I went and played it in Monster Smash, that hidden mode from Operation Na Pali where you fight off monsters accompanied by the Allies of similar characteristics - only hinted by their unique texture - to the monsters you kill...
So 90 monsters the match was - The first thing was to pack up on health, there is not a lot in this map, but down the water area there are health vials, that is the first place you go before it gets filled with slith and sharks and whatever ends up falling down there
Get the Flak Cannon, Ripper & Sniper Rifle early - Those deal the quickest burst of damage to any monster, with little worry of splash damage - for the ripper, just tilt your head gracefully as blades come back to you

Now it is the fight, it is intense, as you find use for all your weapons want it or not: close quarters, hallways, peeking from windows!
It all is easy, after all I always play this mode - Until the Titan spawns, and the Brutes with Shield belts... That match ended quickly
After that the Brute went on a rampage of his own...

Image

The second fight were doors themselves! As I lay patient placing bullets on the other side, the door angrily snaps back into place, almost taunting at me - After a little while the door opens again - So that is something extra to worry about - I love it!

Then there is the smart lift, the ones you control with your iPhone, I had a monster stuck in there that would spam the door buttons lol
Again it was a patience test, at any minute, the Door will open, just to have a Skaarj with a Rocket Launcher waiting in the lift!

All in all, an unique experience indeed, I like how generally the doors behaved, they did re-open without you having to back up and run towards it ^^

----------------------------------------------------------------------------------------------------
Additional comments...

I suggest to make a custom mover that checks on another mover's current state, That will fix the smart lift you are doing
If the lift is at the first door, then unlock the first door, This one will open automatically on player proximity, the upper, second door, will only open when the lift has arrived to it
Sounds easy, ask me if you want to do it - Right now I have to fight off the Brute in the picture!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Ohh! that gamemode looks like a lot of fun, kind of like the invasion gamemode in 2004, I loved that one!

And yeah I might need help with that lift, like... it works most of the time, it's just a pain the few times it doesn't and sometimes bots don't realize how to use them! I have more ideas though, I'll finish this one way or another! Just need to take breaks every now and then to work on other stuff!
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Re: DM (+DOM) Tenshutaishite

Post by a9902957@nepwk.com »

GEARvision wrote: Mon Jul 21, 2025 4:49 pm [...]Monster Smash, that hidden mode from Operation Na Pali
That sounds interesting indeed. How doe one access it?
I only know TallyHo (or U4E's Gauntlet) but that was more like a fight till you die for highscore IIRC.

And played this map (DOM) and yes, it's a nice and beautiful one, thanks for creating and sharing this!
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GEARvision
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Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

a9902957@nepwk.com wrote: Tue Jul 22, 2025 7:14 pm
GEARvision wrote: Mon Jul 21, 2025 4:49 pm [...]Monster Smash, that hidden mode from Operation Na Pali
That sounds interesting indeed. How doe one access it?
I only know TallyHo (or U4E's Gauntlet) but that was more like a fight till you die for highscore IIRC.
Sure d00d! You can watch my own walk through of the game mode here / [Downloadable Mirror if direct playback fails]
I spotted the pupae in black belt :lol: - A kick down the scorching hot sewer... Horrible death ^^

You unlock it by finishing ONP in Easy, you should try it at least once...

Through out explanation on how to unlock it...
Spoiler
Start the Campaign, and look for the "Secret A" button... It is gray, so you have to finish the game
Image

After completing the last map with enough cheating skills - you will be congratulated
You can also play it in Unreal and you will be rewarded 3 additional bonuses, including Secret B which is too awesome to reveal now (kidding)
Image

A new mode will be unlocked!
Image

MoNsTeRSmASH! can now be played in Kayako's map
Image

Ah... fuhgeddaboudit! Type in

Code: Select all

[olextras.TVHSClient]
MaxDif=1
Into ONP.ini
Anyhow, movers break easy in this mode... I had a door "grab" a monster, then the door that opens up to the sewer also jerks in its motion, closing immediately in my face...
Not Kayako's fault by any means, these can be fixed with enough given procedure
The door grab from example can be programmed to only encroach while it is closing, not the other way around, that means it wont grab you, you can fix some lifts that do that to you too
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

I will definitely try that gamemode out sometime! Can it be played in co-op as well?

Still struggling with the lift, It would be really easy if there was a trigger that checked if a lift was in a fully opened state and only triggered then. Anyone know if something like that exists?
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Red_Fist
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Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

I never heard of that and played all through that, it must be hidden.

Oh and oops, LoL, NOT standopentimed if using triggers, silly me.

But with doors I believe it's all going to be based on timing, like the door should be open half way open and maybe use 3 keypoints so the bots won't wait and rush in before the lift is halfway down,, so maybe two sets of triggers (doors-lift)
And use ignoreEncroach.

So if keypoint 1 to 2 goes slow (by how far it moves in time) and 2 to 3 goes fast, then the lift can be all the way down and then key 2 to 3 opens fast,
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GEARvision
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Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

Kayako wrote: Wed Jul 23, 2025 4:27 pm I will definitely try that gamemode out sometime! Can it be played in co-op as well?

Still struggling with the lift, It would be really easy if there was a trigger that checked if a lift was in a fully opened state and only triggered then. Anyone know if something like that exists?
I do not think it was ever tested for Co-op... But recreating it as a Mutator for Monster Arena... And letting you pick DM maps for Monster Arena - It has online support already - that would make for a moment of awesome... But it only was a wild dream I had

Anyhow I fixed a lot today

Check this door in the new Version

Image

I fixed the encroach issue, the animation popping issue, and tricking this door into staying open afterward.

That line of "Sleep(0.02)" is my favorite, as it stops the Engine from desyncing by executing code too rapidly
The same way when you hold the opposites in WASD or arrow keys, making like you don't move but you are still running, & yet you dodge suddenly - A check was added for that in a patch thankfully

Code is not copy/paste ready (I hacked Engine.u just to get this quick ASAP) but I am Already proud of the output :D

Code: Select all

class OpenSesame expands Mover;

var() EMoverEncroachType OldEncroachType;

simulated function BeginPlay()
{
	OldEncroachType = MoverEncroachType;
}

// Open when triggered, close when get untriggered.
state() TriggerControl
{
	function bool HandleDoor(pawn Other)
	{
		return HandleTriggerDoor(Other);
	}

	function Trigger( actor Other, pawn EventInstigator )
	{
		numTriggerEvents++;
		SavedTrigger = Other;
		Instigator = EventInstigator;
		if ( SavedTrigger != None )
			SavedTrigger.BeginEvent();
		if ( numTriggerEvents < 2 )		//	Do Not Open again D00D
			GotoState( 'TriggerControl', 'Open' );
	}
	function UnTrigger( actor Other, pawn EventInstigator )
	{
		numTriggerEvents--;
		if ( numTriggerEvents <=0 )
		{
			numTriggerEvents = 0;
			SavedTrigger = Other;
			Instigator = EventInstigator;
			SavedTrigger.BeginEvent();
			GotoState( 'TriggerControl', 'Close' );
		}
	}

	function BeginState()
	{
		numTriggerEvents = 0;
	}

Open:
	if ( DelayTime > 0 )
	{
		bDelaying = true;
		Sleep(DelayTime);
	}
	DoOpen();
	MoverEncroachType = ME_IgnoreWhenEncroach;	//	Not gonna crush any1 the way where the door hides
	FinishInterpolation();
	FinishedOpening();
	SavedTrigger.EndEvent();
	if( bTriggerOnceOnly )
		GotoState('');
	if ( numTriggerEvents <=0 )		//	Is any1 nerby?
		GotoState( 'TriggerControl', 'Close' );
	else
		Stop;
Close:
	MoverEncroachType = OldEncroachType;
	Sleep(0.02);	//	Trigger Control fixed by OVER 9000 percent!
	DoClose();
	FinishInterpolation();
	FinishedClosing();
}

Look for yourself - Below is the old version - The door wants to eat you! It is supposed to encroach and bounce back, but instead a grabbing effect happens...

Image

As you can see, you can leave the area and the door stays open... I fixed that in the new version where I added a check once the Player leaves - If there are no players around? Then it closes

Image

About the lift... I am not done with it - But I did something dirty quicK, which as Red_Fist & Kayako's comment points out, you cannot use Triggers in StandOpenTimed... Now you can - I used the CauseEvent cheat but it can be done Triggers now

Image

Spaghetti - I mixed TriggerToggle & StandOpenTimed

Code: Select all

// Toggle when triggered.
// state() TriggerToggle
// Open when stood on, wait, then close.
// state() StandOpenTimed
state() SpecialToggle
{
	/* function bool HandleDoor(pawn Other)
	{
		return HandleTriggerDoor(Other);
	} */
// STAND OPEN
	function bool HandleDoor(pawn Other)
	{
		if ( bPlayerOnly && !Other.bIsPlayer )
			return false;
		Other.SpecialPause = 2.5;
		WaitingPawn = Other;
		if ( Other.Base == self )
			Attach(Other);
		return true;
	}

function Attach( actor Other )
	{
		local pawn  P;

		P = Pawn(Other);
		if ( (BumpType != BT_AnyBump) && (P == None) )
			return;
		if ( (BumpType == BT_PlayerBump) && !P.bIsPlayer )
			return;
		if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) )
			return;
		SavedTrigger = None;
		// GotoState( 'StandOpenTimed', 'Open' );
		if( KeyNum==0 || KeyNum<PrevKeyNum )
			GotoState( 'SpecialToggle', 'Open' );
		else
			GotoState( 'SpecialToggle', 'Close' );
	}

// BY TRIGGER
	function Trigger( actor Other, pawn EventInstigator )
	{
// SAVE STUFF BEGIN
/* 		SavedTrigger = Other;
		Instigator = EventInstigator;
		if ( SavedTrigger != None )
			SavedTrigger.BeginEvent(); */
// SAVE STUFF END
// EXECUTE BEGIN
		if( KeyNum==0 || KeyNum<PrevKeyNum )
			GotoState( 'SpecialToggle', 'Open' );
		else
			GotoState( 'SpecialToggle', 'Close' );
// EXECUTE END
	}
Open:
	Disable( 'Attach' );	//	Avoid Re-Trigger
	if ( DelayTime > 0 )
	{
		bDelaying = true;
		Sleep(DelayTime);
	}
	DoOpen();
	FinishInterpolation();
	FinishedOpening();
	// Sleep( StayOpenTime );
/* 	if ( SavedTrigger != None )
		SavedTrigger.EndEvent(); */
	Enable( 'Attach' );
	Stop;	//	Pause on KeyFrame Until Input
Close:
	Disable( 'Attach' );
	if ( DelayTime > 0 )
	{
		bDelaying = true;
		Sleep(DelayTime);
	}
	DoClose();
	FinishInterpolation();
	FinishedClosing();
	Enable( 'Attach' );
}
Too many dispatchers in there - I will line them up tomorrow, Thankfully - I can't promise Bot support at this stage but I am half way thru there ^^
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Woah, that sounds like a lot of work! I wasn't expecting you to actually go in and repair it!

I have given it some more tries, with mixed success. But I'll see what you came up with first! I'd love to see the fixed movers in action!

I can probably merge it into the version I have with a few more fixed made :mrgreen:
Thank you so much! :tu:
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Red_Fist
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Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

Life is a bitch,,,,,,then you make a mover. :P

I always struggle through with using stock actor-settings, just to see if it can be done and prove it can be done. (then ask a coder lol)

I found the gametype, and using 469e with oldschool,, seems to work so far.
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Red_Fist wrote: Thu Jul 24, 2025 5:49 am I always struggle through with using stock actor-settings, just to see if it can be done and prove it can be done. (then ask a coder lol)
Maybe I should ask for help more, but it kinda feels bad to take people away from their own projects! :lol2:
I do know my limits though, all too well...
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Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

Ya but, it takes me like 3 or ten years to make a map.
Plus people like to help, along with fixing it as the fun. If I would have had the propertyflipper way back, just one little map problem and the whole thing can't work, it would have took way less time, Huge.

I have to finish my next MH monstrosity, probably break every mapchecker in town. LoL. But I made a toooo big terrain style brush with a grid of 96, so whatever happens is going to stay. So much time messin with the brush. Then I keep adding stuff, and has a pile of mechanics with making it work for bots and spawns, there is no surefire way on this map unless I leave things out all because of bots. Not sure it will work online either. Just a few things left to do.
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GEARvision
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Re: DM (+DOM) Tenshutaishite

Post by GEARvision »

That makes me blush to hear ^^ - Free time is doing every wonder here (and sleeping little)

To be clear about UT99 mods, they lack simple components like Unreal Kismet, or Blueprint (if the first one didn't ring a bell) - Those can be reprogrammed in, at anytime

I'll have a 2nd go at the lift, I should finish by today...

Check your Private messages in a bit...
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Thanks to @GEARvision I was finally able to fix the lift and other problematic movers! :highfive:
I also went and fixed some of the map balance and made sure bots make use of every area in the map and can get every item (They will even sometimes snipe you from the little cove now!)

Unless anyone finds some truly gamebreaking errors, this will be the last Beta before the final release, thank you all for your feedback!

Deathmatch version
Domination version
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