FlyBys

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Luggage

wins.
Apr 25, 2001
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Germany
www.planetunreal.com
I think UnrealEd.exe has got a tutorial about them... Basically you set up a line of InterpolationPoints with the same tag and advancing 'Position' ID, and put a PlayerStart inside a black 256³ cube, right above a Trigger (so it's triggered when the player falls down after spawning). Have the Trigger trigger a SpecialEvent actor set to Object->InitialState='PlayerPath'. That should do it. Best set the LevelInfo->DefaultGameInfo to "UTIntro".
Now, you only need to build a level :D

Hope it helped!
Cheers! -Lugg
 

[DecoY]

Phat out of hell
Nov 6, 2001
473
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MIA: please find me
Originally posted by Luggage
I think UnrealEd.exe has got a tutorial about them... Basically you set up a line of InterpolationPoints with the same tag and advancing 'Position' ID, and put a PlayerStart inside a black 256³ cube, right above a Trigger (so it's triggered when the player falls down after spawning). Have the Trigger trigger a SpecialEvent actor set to Object->InitialState='PlayerPath'. That should do it. Best set the LevelInfo->DefaultGameInfo to "UTIntro".
Now, you only need to build a level :D

Hope it helped!
Cheers! -Lugg

Thanks Lugg!!!
I once made one my self, but I forgot to save it, and then my pc crashed...
I was wondering how to get the paths!! But with your help I can now do want i wanted to do!!
 

[DecoY]

Phat out of hell
Nov 6, 2001
473
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MIA: please find me
Well at the moment I'm busy on DM-MountainTop, a map that "supposed" to be in Aspen...
A mountain (basicly a slope), a skilift, a skilodge, an avalanche and possibly a skipatrol...
Lot of work, quite small, but boy what fun!!!:D
If you want, I can give you a sneak preview of it...

And yes when I'm finished i'll make a flyby for u!!!:p
 

Bot_40

Go in drains
Nov 3, 2001
2,914
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York, UK
Hmm, this is a good idea actually (Shouldn't it be in Showcase forum? :p)

I'll post the one I'm working on soon, I just want to get the next area done first
 

Astyanax

GotoState('Coding');
Yeah flybys are very easy to make once you get the hang of it.

CTF-Rollercoaster has one flyby of 45 interpolationpoints now, all 512 units apart. So that makes about a 500 meter trip. It will take you upside-down through the looping :D, but I guess you've all seen it by now (the test map has been downloaded 23 times :cool: ).

Because they're so easy to set up and because they save lots of (velocity) zones, I was thinking of adding 2 more flybys. These ones would be more Unreal-ending style! :D
 

Bot_40

Go in drains
Nov 3, 2001
2,914
0
36
York, UK
I was just about to bump this thread lol. Not that I have anything interesting to say, I just like flybys that's all :p
 

Astyanax

GotoState('Coding');
What about a flyby where you do fly across a predefined path, but you're free to choose in which direction you look? If you don't touch anything, it'll be like a normal flyby (i.e. your view rotation will follow that of the predefined path), but if you move your mouse, you'll be able to look around and enjoy the scenery in all it's details! :D

Can be done with some scripting. Sounds like a good idea?

To be honest, I'm already working on this. :p I plan to use it in CTF-Rollercoaster. If it works OK this could save a lot of (velocity) zones. And the good thing is: bots can take the flyby too! :) When tested, I've been killed quite some times by an interpolating bot, who chose to look in my direction and killed me with his shockrifle! :cool:
 

Astyanax

GotoState('Coding');
Originally posted by M13
Isnt there a bug that ocurrs when u get killed or leave the ipp-path?
I remember having a flyby on a CTF-map (wich didn't finish, thank god ;)) and when u translocated out you would fall through the ground and die all the time...

Yes, but I've already fixed that bug. :p If you're interested in using the 'safe' flyby, wait for a new update on CTF-Rollercoaster. :)
 

[DecoY]

Phat out of hell
Nov 6, 2001
473
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MIA: please find me
Originally posted by Chrysaor
Roller Coaster is going to be the 1337est map in quite some time :)
Amen to that brother...
If I were reviewer, I'd give it 10 for fun factor, 10 for the idea, and high points for the rest...
This is going to be hard to beat!!!:D