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UE1 - UT Forcing flag to return to original base from player in specific zone?

Discussion in 'Mapping' started by R3plicant, Jul 28, 2009.

  1. R3plicant

    R3plicant New Member

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    Hi folks - two posts in as many days about the same area in the map but for two different reasons; original post here: http://forums.beyondunreal.com/showthread.php?p=2323532#post2323532
    That's sort of been self-resolved, (with a little help).
    However; it came to my attention last night while testing the map that the enemy flag-carriers could very easily camp inside their spawn area and the other team wouldn't be able to get the flag back, resulting in a pure game stalemate.
    The two spawn areas are currently set up as follows.

    1. SpecialEvent with TeamTrigger - kills enemy players instantly trying to get past a forcefield.
    2. ZoneInfo set to bNeutralZone - players inside take no damage.
    3. Brushes, translucent, giving visual cue representing edges of the aforementioned forcefield.

    Now there's an inherent problem with this that I initially overlooked: The owner teams E.F.C could camp inside and the other team wouldn't be able at all to retrieve their flag resulting in a pure game stalemate as I mentioned a minute ago.

    Now I did consider a TriggeredZonePropertyChanger actor - this seemed like a simple idea until I realised of course that I'd need to find a way to not only kill JUST the enemy flag carrier inside, (bypassing the bNeutralZone in ZoneInfo actor for just one player), but also to find a way to return the newly dropped flag they just had back to it's original location in their opponents base or to somewhere else in the map. I want players to realise they cannot camp or hang about in the spawn area with the flag they have.
    I could perhaps make this effect togglable,.. (if I knew if it could be done and how), by a trigger of some sort perhaps (visually cued by a mover or something), initially ON *or off?,.. the zone would protect the players inside from spawnkill attacks, but how would I activate briefly it OFF *or on??? for JUST the flag-carrier then to force the flag back to a different location in the map.

    I'm doing all this because I hate spawnkillers with a passion - and campers cowering away with their stolen flag in hard to reach areas of a map. :mad:

    Please help - this is really confusing me, I don't know all this advanced stuff. I'm a map architect - not an electrician. :(

    *EDIT* How easy would it be to prevent a player who left their spawn area from getting back in again, (unless of course they had died elsewhere in the map and naturally [as designed] respawned inside their spawn area?), while maintaining the function/capability for newly spawned players to leave the zone at the same time,....
     
    Last edited: Jul 28, 2009
  2. Wulff

    Wulff Bola Gun fun anyone?

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    You need a custom Zoneinfo.

    Code:
    SpawnZoneInfo extends ZoneInfo;
    
    // When a player enters this zone and has a flag, send the flag home.
    event ActorEntered( actor Other )
    {
    	local Pawn P;
    
    	Super.ActorEntered(Other);
    
            if(Pawn(other) != None)
                    P = Pawn(Other);
    
            if( P !=None && P.PlayerReplicationInfo != None && P.PlayerReplicationInfo.HasFlag != None && CTFFlag(P.PlayerReplicationInfo.HasFlag) != None) {
                     CTFFlag(P.PlayerReplicationInfo.HasFlag).SendHome();
            }
    }
    This should be it, also added a compiled/mylevel'ed version of it in the attached 'map'.
     

    Attached Files:

  3. R3plicant

    R3plicant New Member

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    Testing now - cool, thanks. :)

    Hey Wulff! :) Thanks!! :) W00t! I've embedded it into MyLevel, added the new actor and will be testing it online later, (has to work online as the map is specifically for online play). Thank you. I can come back if I need anything like any fine tuning?
    I reckon any new map for UT99 should have this actor by default - a zone where the flag cannot exist. :)
    Want me to credit you? I can do that in an HD video being made for our community map map being released, all being well, this week sometime.
    If you do want to be credited, (who wouldn't?), just send me a PM with any website of yours you'd like to have a link shown in the video and I'll also put it in a mention on the ut-slv website in a forum post. :)

    Regards, R3p. :)
     

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