EAS-INF-Sahara

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Freon

Braaaaiinss...
Jan 27, 2002
4,546
0
0
44
France
www.3dfrags.com
KW, you should not let the players approch the plane. Add blockplayer actors to have a basic collision shape. Otherwise, players will hide inside :hmm:

For the SAM site, maybe you could use an attach mover to remove the truck (and maybe replace it by something else).
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
42
Seattle
keihaswarrior.home.icq
fist_mlrs said:
in the plane properties set ballwaysrelevant=true
I tried that and it didn't help at all. The plane disappears just the same. :(

@Freon
Heh, don't worry I won't have phantom planes. I already used a bunch of blockalls to approximate the shape of the plane. (I used blockalls instead of blockplayers since I don't want bullets going through the plane).

Also,
(1) is there any way to rotate a blockall actor, or can they only be vertical cylinders?
(2) What is the downside to using a lot of blockalls? (since I could use a ton of really small ones to make the collision much more accurate). How many is too many?
(3) I copy and pasted a brush from a different level, and I can't get it on the grid. How can I get it to snap on the grid and stay on? Or should I not worry about snapping fairly small brushes to the grid? Should I worry about snapping decos and actors(like blockalls or lights) to the grid?
 

fist_mlrs

that other guy
Jan 4, 2001
1,496
0
0
40
Zittau, Germany
www.fistmlrs.com
1) no
2) i guess you can add to many, shure, but it didn't happen to me yet. just remember you don't need a 100% acurate collision in all parts of the mesh and you are ok...
3) rightclick one of the vertexes. most of the time it is ok to have a brush offgrid. bsp errors are usually caused by vertexes relative close to each other cuting a big surface. if thats the case in your map try to use semisolid brushes if possible. no need to worry about anything but brushes.
 

keihaswarrior

New Member
Jan 7, 2003
1,376
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Seattle
keihaswarrior.home.icq
Freon, I put the radius to a really high value and made the clouds very big also. It looks great, but the problem is that they seem to disappear a lot. I'll see the clouds spawn at the edge of the radius, they travel a little ways and then disappear before they are even half way across.

Is there a maximum radius for the viewing distance around the player? or have I done something wrong? I didn't get this problem when the radius was small, but then the clouds just appear out of nowhere.
 

Freon

Braaaaiinss...
Jan 27, 2002
4,546
0
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44
France
www.3dfrags.com
Uh I said I wouldn't model it, so no I still haven't change my mind ;)
This is a flying tank, you don't really need that in Inf (way to many polygons as well). Are you sure you can't use the UH60?
 

Blitzschlag

New Member
Aug 20, 2003
229
0
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37
Good old Axis (Germany)
www.101st.here.de
Freon said:
Uh I said I wouldn't model it, so no I still haven't change my mind ;)
This is a flying tank, you don't really need that in Inf (way to many polygons as well). Are you sure you can't use the UH60?

OK, OK but a UH60 will destroy the atmosphere :( , but ok u dont want to make it, no problem, i only asked if u can do it, so never mind
;), probably i'll find a way to manage that prob :D
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
keihaswarrior said:
I tried that and it didn't help at all. The plane disappears just the same. :(

@Freon
Heh, don't worry I won't have phantom planes. I already used a bunch of blockalls to approximate the shape of the plane. (I used blockalls instead of blockplayers since I don't want bullets going through the plane).

Also,
(1) is there any way to rotate a blockall actor, or can they only be vertical cylinders?
(2) What is the downside to using a lot of blockalls? (since I could use a ton of really small ones to make the collision much more accurate). How many is too many?
(3) I copy and pasted a brush from a different level, and I can't get it on the grid. How can I get it to snap on the grid and stay on? Or should I not worry about snapping fairly small brushes to the grid? Should I worry about snapping decos and actors(like blockalls or lights) to the grid?

In my experience people (particularly snipers) get very narked if you have blockalls protruding even a little bit out of an object.

The fix I found (rather inefficient) was to put a few blockalls entirely contained within the deco (not entirely filling it), and a few blockplayers* in the same area but extending entirely outside the object. That way shots never got stopped by invisible walls and players can never disappear inside the object (for an example, see the cars in GreatInn-Lite).

* NB the default blockplayer Collision properties aren't right -- you have to change these
 

keihaswarrior

New Member
Jan 7, 2003
1,376
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Seattle
keihaswarrior.home.icq
geogob said:
So how are things going on this one? Just curious because there seemed to be a lot of good ideas in this map ;)
Ya, I have a lot of ideas.... I just can't get any of them to work :hmm:

Problems:
1. The deco creator doesn't work properly. The clouds appear at the edge of the radius, then when they travel towards the player they disappear without crossing the hole diameter of the area around the player.

2. I can't get my objectives to work properly. The satchel charge won't appear on the SAM sites that get blown up.

3. After the SAM sites get blown up, that activates an area objective. But the area objective won't work (the waypoint is there though).

4. The decos disappear when you can't see their midpoint even though I have their "Alwaysrelevent" property set to true.

-- I haven't been able to make any progress towards solving these seemingly simple problems. I have stopped my work on it for now because these problems have me discouraged. :(
 

Fat Marrow

Vegetable
Feb 27, 2002
767
4
18
50
London
discord.gg
keihaswarrior said:
Ya, I have a lot of ideas.... I just can't get any of them to work :hmm:

Problems:
1. The deco creator doesn't work properly. The clouds appear at the edge of the radius, then when they travel towards the player they disappear without crossing the hole diameter of the area around the player.

2. I can't get my objectives to work properly. The satchel charge won't appear on the SAM sites that get blown up.

3. After the SAM sites get blown up, that activates an area objective. But the area objective won't work (the waypoint is there though).

4. The decos disappear when you can't see their midpoint even though I have their "Alwaysrelevent" property set to true.

-- I haven't been able to make any progress towards solving these seemingly simple problems. I have stopped my work on it for now because these problems have me discouraged. :(

1. Have you tried copying the deco generator directly from Freon's test level? That might help... or else Freon might ;)

2. Have you set your satchel to bStatic=false and bMoveable=true? Have you set up your attachtags and mover properties properly? (including setting the mover to be IgnoreWhenEncroach and have no collision properties)

3. On the ControlArea actor, have you set the bNoAreaUseTouch property properly, and have you set EAS->TriggerGoalActivation and Event->Tag to the same name as the triggering object's Event property?

4. That's life, it seems. You could put in blockplayers to stop the players getting too close, and thereby lessen the effect (or split up the deco into separate parts), for example. Or use BSP instead (ie. semisolid).

If you're still stuck, I'd be happy to take a look at it (no promise on success or turnaround time).