EAS Tutorial

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Apr 11, 2002
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Dallas, TX
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I'm working on a conversion for a map, but I don't know how to set up
objectives and moving spawns.

Map is DM-Falkenstien.

I'm wanting to set up a destroyable radio in the highest spire, initial spawns for
attackers in the cave, then move up to the courtyard/entrence hall, so if there
is a tutorial made yet, I'd like to see it.

I can make a BSP object explode, but I'm afraid to change any of the BSP in this
map, so I'd like to have some sort of exploding radio deco that I can add as
an objective. For that, I'll need some help for someone who knows how to make
deco/actors.

Thanks for any help given:)
 

Vega-don

arreté pour detention de tomate prohibée
Mar 17, 2003
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Paris suburbs
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ok , first be sure all the possibilities of the maps will be used (like the big tower with nice sniper places) . i didnt knew this map and it is GREAT !

then for the movable spawns its realy easy :

"quote/gd the one / :
a large map it would become tedious as an attacker to have to work your way across vast areas only to die close to an objective and spawn as reinforcements all the way at the insertion point or original spawn point. It may also be convenient to spawn the defender team close to a primary objective in the beginning of a map, but have reinforcements spawn further back in later objectives. Instead of adding normal player starts, add EAS player starts found in Actor>NavigationPoint>Playerstart>INFg_EASPlayerstart. Set this player start to the team you wish, 0 for defenders or 1 for attackers, and set the objective ID located under properties>EAS>ObjectiveID to correspond with the active objective you wish it to correspond to. For instance, ObjectiveID 0, default, is from first spawn until the first objective is completed. ObjectiveID 1 would be active (players would spawn at this one) from completion of the first objective until the completion of the second objective and so forth. Remember to set the properties>EAS>objectiveID in the goal actor as well to correspond to the playerstarts and its order in completing the mission (0,1,2,…).
"

http://forums.beyondunreal.com/showthread.php?t=122149


since infiltration 2.9 is a realism game , and this map isnt realistic , it would be good to find a realistic justification for the map.
this castle reminds me the Disneyland Paris castle. it would be great to have a Disneyland Skybox. i live 10 minutes from disneyland so i COULD go on the castle To make some pictures from the top of the castle to make the skybox.
We could make some pictures of some of the disneyland decorations to.
I could ask for a person i know who works at disney to make the pictures (my EX GF she wouldn't say no). I can have free places because i know some people who work here (but that would take a bit longer i already took places from them :D ) .


if theire is a mapper please explain us how you can make a skybox/and take the pictures
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
Thanks for the help.

Also, I realised that I put this in the wrong forum. Ment to stick it in development.

On a final note: Did you ever read the read-me? Have you eve seen the other two
castles? This map is more realistic than you think :p Granted, the terrain isn't the most
realistic in the world, but I am not going to make changes to the BSP if I can avoid it.
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
The other three castles made by the mad king.

The primary reason for this map's creation was two-fold: 1) To make as realistic a castle setting
as possible, and 2) an acid test of the UEd build process.

With respect to the first criteria, a LOT of time was spent on the architecture before any
editing was done. Altho the map may (to most) have excessive Z axis construction, care was
taken to keep the X and Y as tight as the architecture would allow. In these dimensions, it is
tighter than several of the stock Epic maps. Altho the textures provided with Unreal and UT are
a mark of true professionalism, there were many requirements they simply did not have.
Falkenstein was to be a white, shining castle with many unique features. Thus, the included
CT5 texture set. With the details, very little was spared for the sake of framerate...the motive
was realism. Given this, you're going to need quite a fast machine to avoid a slide show. Sorry,
I refuse to make "Room-tunnel-room" maps for the sake of cluster f**k fragging. Altho I was able
to completely pathnode the map and place weapons all about, this map is mostly for looks.

With respect to testing UEd's build capabilities, its my opinion that UEd passed with flying
colors. I draw this conclusion based on the fact that this map has over 30,000 polygons, excessive
use of semisolids (where semi's typically should not be used), and the resulting release build
has only one noticeable BSP error (see above)...which I'm sure could be alleviated if I was so
inclined. The only real problem UEd had during construction was with non-solid lamps early in
construction. I was, however, aware of this risk and, thus, I don't blame UEd too badly.

Two Regrets:
First is the flames inside. Falkenstein is of 19th century vintage and castle of this era seldom
used open flames throughout. I had started with lamps (similar to the ones used in Shane's Gothic),
but the required non-solid construction necessary to allow the corona to bleed thru was causing
major BSP & collision errors. Sadly, I was forced to return to flames. My apologies.
Second is my lack of ability to produce an appropriate music file. Kink Ludwig was in love
with Wagners music...and only a small Wagner piece was in order. I fooled around with mod tracker
and some other programs but was unable to come up with a fitting UMX. Again, my apologies.

About the Title:
Falkenstein was to be the fourth castle of (crazy) King Ludwig II of Bavaria. Sadly
he died from an accidental drowning (yeah, right) before construction began. His first three:
Neuschwanstein, Linderhof, and Herrenchiemsee, were constructed in the latter half of the 19th
century and still stand today. All are open to tourism and, if you ever visit Germany, you
should not miss these milestones of human endeavor. Inside and out, their beauty and display
of wealth are amazing beyond words.
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
A pic of one of the other castles:

neuschwanstein.jpg
 

Doc_EDo

LEFT
Jan 10, 2002
755
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Yeah, having slaves ownz. :p

Is it just me or did DM-Falkenstien have the highest poly count in history of UT?
 
Last edited:
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
It does, but that's because no one is willing to slave overBSP errors the way Yomammy
did. It's really interesting: inorder to take care of a problem where a water zone leaked
into the center tower, he had to knock a hole into the north(right) side of the cliff.