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.
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,....
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.
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,....
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