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Re: EditorTools

Posted: Mon Mar 25, 2024 9:43 pm
by Buggie
- Fix use Extruder when next ClipMarker share same location with previous one.

Update in first post: https://ut99.org/viewtopic.php?t=14061

Re: EditorTools

Posted: Mon Mar 25, 2024 10:11 pm
by Que
Hi @Buggie
Could you do up a small video tutorial on how to use these tools please.

And insert into first post.

I'm lost with how to use these.

Re: EditorTools

Posted: Mon Mar 25, 2024 11:31 pm
by Buggie
What exactly? About Extruder there already be series of videos: viewtopic.php?p=144898#p144898

Re: EditorTools

Posted: Tue Mar 26, 2024 12:23 am
by Que
How do the lift tags work?

The measurement tool is self explanatory.

Re: EditorTools

Posted: Tue Mar 26, 2024 6:16 am
by Buggie
Well you can always look source code if puzzled what it actually do.

Lift tags work in next way - it is magic button which link together dome set of selected actors.
Some examples of use:
You select LiftExit and LiftCenter and it set their tags to match.
Importnat note: it is fine work in additive way. you can select all at once, or add something later. It will not break previous thing.
It recognize next actors set:
1. LiftCenter (or subclass of it) + LiftExit, Mover, Trigger.
2. If no LiftCenter selected it search for specific Teleporters: DoubleJumpSpot and UTJumpPad. If selected two of it, it link them in way lower link to upper. If both on same level they linked in two ways.
I use this for make fast link pads and DJ spots in XV.

With LiftCenter as LiftTag used LiftCenter name. Usually it safe. However on conflict ued can rename actors, so you can get wrong link. In this case you need reapply button to both set of actors, for resolve it.

In general you just select LifCenter + some actors (LiftExit, Mover, Trigger), press button and you ready to go.
Mover linked to LifCenter, and Trigger set as event of LiftTag.

If LiftCenter already use some LiftTag it preserved. SO it safe use for manual set names. However in duplicate names it need manual solve stuff. Pay attention to path lines in editor.

Lets code speak for self:

Code: Select all

	foreach LevelInfo.AllActors(class'LiftExit', LE)
		if (LE.bSelected)
			LE.LiftTag = LC.LiftTag;
			
	foreach LevelInfo.AllActors(class'Mover', M)
		if (M.bSelected)
			M.Tag = LC.LiftTag;
			
	foreach LevelInfo.AllActors(class'Trigger', T)
		if (T.bSelected)
			T.Event = LC.LiftTag;

Re: EditorTools

Posted: Sun Mar 31, 2024 10:51 am
by Buggie
Fixed release archive. Updated in first post: viewtopic.php?t=14061