EAS Idea

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MisterP

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Dec 26, 2000
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Ghost, sounds like an excellent idea.


Zundfolge said:
Might also be interesting to "rescue the downed pilot" too ... that would make a lot of sense then for the "pilot" to spawn in a location not with each team (if he was a hostage you'd think the he'd spawn with the defenders).
This has been done in the mod for Ghost Recon - "Saving Pilot Ryan". A story unfolds as you play each map and work your way to rescuing the pilot.
 

NTKB

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Aug 25, 2001
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Excellent idea! I can only imagine an amalgam of different types of maps and goals that could be made with that mutator. Code code code code!
 

{GD}Ghost

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Mar 25, 2001
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Ahhh. I completely understand. I was giving you ****.

I think I'd like to see several mappers take a shot at this and I'd be willing to shoot out some ideas for map settings and such.
 
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get_carter

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Aug 6, 2003
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Beppo can do ANYTHING. He's like our little god on earth we can talk to.

Hey, Beppo, can INF2.9 make us coffee? Damnit, I want that mutator!!!!!! Remember I like cream and sugar too, no skimping!
 

[SOB]bAd ChIcKeN

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Feb 6, 2001
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no kidding I am willing to help make textures if needed, I am still new to mapping and probabbly wont be of any help there. Come to think of it I dont have UED for UT anyhow lol.
 

(SDS)benmcl

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May 13, 2002
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Sorta related. How is that map creation manual going? The creative juices are flowing. Got some ideas myself that I would like to give a try. Probably end up in the recycle bin but I would like to give mapping another shot.

Looks like good times ahead for the worlds greatest game.
 

RaekwoN

Infiltration Level Designer
Aug 5, 1999
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Ben, the EAS Documentation is coming, hopefully will have time to wrap them up next week, I'm heading away this weekend. Just so you know too, it's pretty much just a guide to mapping for EAS, not a mapping guide in general. I've thrown in the odd hint here and there, but a certain amount of prior knowledge of the editor is needed.
 
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(SDS)benmcl

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Thanks Raek. :) Yeah I know what it covers although keep mentioning iti for those who don't. Its no rush just wanted to know how it was going. I think a sticky thread in development setion is going ot be required with a list of links to tutorials and such.

May not look like it at times but we do appreciate the hard work you guys do not only in getting it out but building on it afterwards. How many mods out there are modded and mapped than INF? ;)
 

{GD}Ghost

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Mar 25, 2001
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I was reading this thread over again and reading some of Beppo's responses. Am I understanding correctly when Beppo said that this "mutator" could be map specific instead of being a mutator that changes the game type for all maps?
 

Beppo

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Jul 29, 1999
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As said, this can be done by any actor that you then place into the map. A 'real' mutator isn't really needed for this.
But a not-embedded mutator would be able to move the specialist to a specific place within a map and this for all maps that are listed within its properties (ini file). So you would be able to ie use any location you want to be the spawnpoint for the specialist... and this map-specific without touching the maps and changing them at all. This can be done by a mutator for sure.
 
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{GD}Ghost

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Well, if I had time to learn mapping for UT, it would probably be a year or more before I was able to put out a decent map like this.

Anyone care to give it a shot?