INF Captive

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Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
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Brisbane, Australia
I had a little look at the "Captive" INI file, which is used in connection with the specialist gametype, and was wondering if anybody has done any other maps?

Arab Outpost works really well, and mixed with the Gameswitcher mutator, comes in handy to change the gameplay.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
I only did some versions for the maps that are in the officially released ini file. Unfortunately I never got the needed infos for some other setups that were 'promised' by some folks from the community ;)

If you have suggestions, then simply speak up...

And I would love to see this combination of some EAS Specialist Captive mutated maps running on a server out there.
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
0
0
37
Brisbane, Australia
As far as I know, the only thing hard is to find the co-ordinates (or whatever you all them) to spawn the specialist and the dead guard. Everything else is self-explanitory.

I just need someone to tell me how to get the numbers from Ued2
for ex:
Captive[0]="?X0=-446?Y0=700?Z0=-240?Pitch0=-4000?Yaw0=-25448"
This is for Arab Outpost, making the specialist spawn at the top of the tower. (INF_captive.ini)
 

mat69

just fooling around
Dec 9, 2001
848
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Österreich
www.combatmaps.de
Nah, Beppo once wrote about a mutator to change all targets, that way you could have pretty cool matches with CTCD-Maps. I tried it with several maps, tried different things like several objectives (blowing up the SCUDs in NomadsLand for the attackers or steeling the CD to start the SCUDs for the defenders, moveable BarbWire, this makes defending for both easier --> you have to "build" (=capture) it to make barbwire, intruderalert combined with different spawns, choppers like in Iraq ...) and overall I came to the conclusion that my ideas are hardly realizable with a mutator and if it is much much much work. It was the work of hours to make some of my ideas to life, because sometimes something works and sometimes something not. The "workaround" for the I call it "compass bug" that defenders don't see the CD they can capture in the compass and the like took me some time, because at first I thought I did something wrong.
And I still don't know how to create the movers used in Tuscany to spawn the explosives.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
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Aachen, Germany
infiltration.sentrystudios.net
To get the coordinates simply place a playerstart actor at the position you want the specialist to spawn and write down the location vector x,y,z and rotation pitch,roll,yaw values.
For the dead guard you can place any kind of deco, change its mesh in the display settings to use the dead soldiers carcass you want to use, move it around as you wish and write down the same values as for the specialist.
Then edit the ini file with these values and you got a new setup for the map you want to change.

For the 'replace all stuff to make a new map setup' mutator you actually act as if you would be the mapper himself. You place and remove all different things and actually design a whole new map setup. Releasing the new map then would be easy but the thing was to make more than one randomly selected scenario. So multiple versions of the map to be saved then. Ie. exporting the changed and the to be removed objects to a t3d file could help cause it is plain text and holds the property values too of course.

To the movers...
they are simple attach movers. You create a brush 'box', make it an attach mover, place it somewhere, place a satchel deco next to it, give that satchel deco a TAG name, attach the satchel to the mover by giving the movers ATTACHTAG the same name, set its movetime/speed to zero and setup a key frame for the mover 100 or more units higher/lower so that the satchel will come out/sink into the floor.
 
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Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
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Brisbane, Australia
I saw an attached screenshot on another thread (can't remember which) where it showed the coordinates of where you were currently standing.
This would be a console command, right? If so, what is it? It would be alot easier to find the right numbers. (correct me if I'm wrong)
EDIT: The thread is the EAS-INF-Birkby one, in INF Development.
 
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Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
0
0
37
Brisbane, Australia
choose the specialist gametype, and the "INF captive" mut and play Arab Outpost. The Specialist spawns in the tower in the middle of the map.

EDIT: It also allows you to change the loadout for the specialist. So instead of a MK23, specialist has a Famas or Mp5 or whatever you want. Plus you can apply the loadout to different maps (that are included in the "INF_captive.ini" file.).

Try it.
 
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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Basicly INF_Captive spawns the Specialist at a location you setup within the ini file.
You setup the location of the Specialist, the location of a dead guard, a special loadout for the Specialist and a message for the attackers and one for the defenders to 'inform' them about the situation of the Specialist.
You can setup up to 10 different of these scenarios per map and up to 250 maps within the ini file.
The setup is selected randomly if you specify more than one scenario for a map.

The 'theme' was a rescue mission design where you have to find and rescue the specialist before you can continue your 'normal' mission. The Specialist is held captive somewhere on the map and was able to kill his guard and grab the dead guards loadout.
That's the startup scenario behind all this.

The mutators default ini settings use one setup for EAS-ArabOutpost and two setups for EAS-Island.
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
0
0
37
Brisbane, Australia
Ok, I tried to the console command ("infloc") and used the screenshot to add the location to my .ini file. The loadout works, the new message works, but the specialist spawns in the default place still.

Here's the picture i used for Avignon. I just typed the numbers in the picture into the fields (yes, I kept the "?X0=,?Y0=,?Z0=,?Pitch0=,?Yaw0=" codes in) but it still won't work. Any ideas?
 

Attachments

  • Avignon.JPG
    Avignon.JPG
    107.8 KB · Views: 39

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
I tried Avignon with inf-captive using your infloc coordinates , and it is working for me, you must have made a typo in the .ini

Here is mine, with just Avignon map added

[INF_Captive.INF_CaptiveMut]
Map[0]="EAS-INF-ArabOutpost.unr"
Map[1]="EAS-INF-Island.unr"
Map[2]="EAS-INF-Avignon.unr"
Loadout[0]="Specialist//KBAR-1,AVL3A-1,FAMAS-1,*FAMAS-2"
Loadout[1]="Specialist//KBAR-1,AVL3A-1,AKMSU-1,*AKMSUM-2"
Loadout[2]="Specialist//KBAR-1,AVL3A-1,FAMAS-1,*FAMAS-2"
Captive[0]="?X0=-446?Y0=700?Z0=-240?Pitch0=-4000?Yaw0=-25448"
Captive[1]="?X0=77?Y0=2189?Z0=-583?Pitch0=-4000?Yaw0=-11000?X1=3610?Y1=2848?Z1=-1558?Pitch1=-4000?Yaw1=1752"
Captive[2]="?X0=5403.21433?Y0=1165.553467?Z0=-12195.299805?Pitch0=64425?Roll0=65534?Yaw0=25441"
DeadGuard[0]="?X0=-495?Y0=593?Z0=-272?Yaw0=6432"
DeadGuard[1]="?X0=144?Y0=2023?Z0=-608?Yaw0=-7104?X1=3717?Y1=2868?Z1=-1600?Pitch1=2600?Yaw1=-30576"
DeadGuard[2]="?X0=5251.452637?Y0=1282.114624?Z0=-12195.299805?Pitch0=60641?Roll0=0?Yaw0=-6726"
Msg[0]="?A0=The specialist is held captive in the tower!?D0=An enemy specialist is held captive in the tower."
Msg[1]="?A0=The specialist is held captive in the Security Office at the east side of the island!?D0=An enemy specialist is held captive in the Security Office at the east side of the island.?A1=The specialist was captured at the northern beach quay!?D1=An enemy specialist was captured at the northern beach quay."
Msg[2]="?A0=The specialist is drunk and killed a guard, rescue him?D0=An enemy specialist murdered our wine guard, kill him."
 
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FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
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36
He he, i tried to think about the most realistic situation that could occur in the real Avignon :)

I added 2 more maps (Atoll and ACityBlock) to the .ini to have them supported by the INF_Captive mutie (great mutator by the way, thanks Beppo), tested them a bit (and changed the specialist location several time to find one that is not unfair for both the attackers and the defenders), it should work fine, and the specialist bot does not seem to be puzzled by those locations .

The content of the INF_Captive.ini
[INF_Captive.INF_CaptiveMut]
Map[0]="EAS-INF-ArabOutpost.unr"
Map[1]="EAS-INF-Island.unr"
Map[2]="EAS-INF-Avignon.unr"
Map[3]="EAS-INF-ACityBlock.unr"
Map[4]="EAS-INF-Atoll.unr"
Loadout[0]="Specialist//KBAR-1,AVL3A-1,FAMAS-1,*FAMAS-2"
Loadout[1]="Specialist//KBAR-1,AVL3A-1,AKMSU-1,*AKMSUM-2"
Loadout[2]="Specialist//KBAR-1,AVL3A-1,FAMAS-1,*FAMAS-2,M8W-1"
Loadout[3]="Specialist//KBAR-1,AVL3A-1,M1S90-1,#M1S90FLSH-1,*M1S90-2"
Loadout[4]="Specialist//KBAR-1,AVL3A-1,MP540-1,#MP5AIM-1,*MP540-2,M8W-3"
Captive[0]="?X0=-446?Y0=700?Z0=-240?Pitch0=-4000?Yaw0=-25448"
Captive[1]="?X0=77?Y0=2189?Z0=-583?Pitch0=-4000?Yaw0=-11000?X1=3610?Y1=2848?Z1=-1558?Pitch1=-4000?Yaw1=1752"
Captive[2]="?X0=5403.21433?Y0=1165.553467?Z0=-12195.299805?Pitch0=64425?Roll0=65534?Yaw0=25441"
Captive[3]="?X0=-2035.740112?Y0=898.513245?Z0=356.700012?Pitch0=64867?Roll0=0?Yaw0=32923"
Captive[4]="?X0=479.988617?Y0=3134.911133?Z0=-842.505798?Pitch0=64506?Roll0=0?Yaw0=14830"
DeadGuard[0]="?X0=-495?Y0=593?Z0=-272?Yaw0=6432"
DeadGuard[1]="?X0=144?Y0=2023?Z0=-608?Yaw0=-7104?X1=3717?Y1=2868?Z1=-1600?Pitch1=2600?Yaw1=-30576"
DeadGuard[2]="?X0=5251.452637?Y0=1282.114624?Z0=-12195.299805?Pitch0=60641?Roll0=0?Yaw0=-6726"
DeadGuard[3]="?X0=-2150.335693?Y0=896.843262?Z0=324.899994?Pitch0=62607?Roll0=0?Yaw0=26098"
DeadGuard[4]="?X0=532.849487?Y0=3335.835205?Z0=-845.098633?Pitch0=62792?Roll0=0?Yaw0=-681"
Msg[0]="?A0=The specialist is held captive in the tower!?D0=An enemy specialist is held captive in the tower."
Msg[1]="?A0=The specialist is held captive in the Security Office at the east side of the island!?D0=An enemy specialist is held captive in the Security Office at the east side of the island.?A1=The specialist was captured at the northern beach quay!?D1=An enemy specialist was captured at the northern beach quay."
Msg[2]="?A0=The specialist is drunk and killed a guard, rescue him.?D0=An enemy specialist murdered our wine guard, kill him."
Msg[3]="?A0=The specialist has been captured infiltrating an away building!?D0=An enemy specialist is infiltrating a nearby building, get him."
Msg[4]="?A0=The specialist is in heavy danger near the enemy dock, help him.?D0=An enemy specialist has been spotted near the dock, terminate him."
 
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FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Oops, sorry, a "not finished to test map"
previous post edited :)
more maps added tomorrow , as i should have some more time.
 
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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Cool stuff so far :tup:
What about multiple setups for each map? Would add a lot to their replayability.
In ACityBlock you can place the specialist ie in the lower garage, the sniper building facing the laptop window and the sniper building on the other side of the street near the laptop, maybe on the roof or in the back alley. Stuff like that.