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JB-TheDecks

Discussion in 'Jailbreak Maps and Add-Ons' started by G.Lecter, Jan 1, 2006.

  1. G.Lecter

    G.Lecter Registered Tester

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    I've never payed UTJB, so I couldn't base this one in the original... That's why I did not call it JB-Deck32 (name can change if you want.. ;)) I just tried to join both decks the way they would offer the most possible paths; and what's a UT2004 map without a couple of liftjumps nowadays? :lol:
    I'm a bit surprised that no one had tried to do this before, with so many deck conversions floating around... :D
     
    Last edited: Jan 14, 2006
  2. Jrubzjeknf

    Jrubzjeknf Registered Coder

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    because all those conversions are the same map with deemer pickups shattered all over the place or some other superweapon...
     
  3. G.Lecter

    G.Lecter Registered Tester

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    Made a small update: :)
    JB-TheDecks-Beta-1b [FTP space works, thanks Hazel!] :D

    - Added blue textures.
    - Changed location names.
    - Added a couple of ZonePortals and ordered To Last a few more.
    - Added some AssaultRifle ammo.
    - TeamSpecificBlockingVolume imbedded in MyLevel.
     
    Last edited: Feb 5, 2006
  4. tarquin

    tarquin design is flawed

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    I like it :)

    I don't remember if this was the way I said a double deck 17 should be done, but it's a good layout.
    I did get quite confused though about where I was. You need to really differentiate red and blue sides with nights & arrows and stuff/
     
  5. Hans Oberlander

    Hans Oberlander Member

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    Yeah, use arrows or something to show a way to the base.
     
  6. The_Head

    The_Head JB Mapper

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    *bump*

    About the fancy mover so you can do the idea for the death that Jrubzekjnf suggested.
    Just found this over on unrealwiki that looks like it could do the trick.
     
  7. G.Lecter

    G.Lecter Registered Tester

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    Wow, if I haven't misunderstood anything, this might work pretty well on this idea and how I had planned it to make. May be useful for Fragtion's execution, too. \o/

    I am going to take this one again very soon to give it another rush. I'll try to make a decent cage mesh in Max, and maybe a better lift... I'll also make the Arena if I am inspired. :D
    The_Head, did you eventually work on it? If so, relase a new beta whenever you can... ;) (Don't hurry up if you want to work on something more, I'll be working on Max mainly).

    [Edit:] OK, I am a real coding noob... Downloaded it and it's a .uc file. How can this be turned into an actor? :rolleyes:
     
    Last edited: Apr 11, 2006
  8. tarquin

    tarquin design is flawed

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  9. Jrubzjeknf

    Jrubzjeknf Registered Coder

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    open the actor browser, select Mover, rightclick on it and select 'New...'. Now set the Package to 'myLevel' and the Name 'TouringMover'. Now you see some code editing screen. Copy-paste the contens from the .uc file to the code editing screen. Select Tools -> Compile Changed and you're done. You can now select the TouringMover where you select the normal mover. :)

    Remember, this actor is in myLevel. Not using it in the map will cause UEd to delete it out of myLevel.
     
  10. tarquin

    tarquin design is flawed

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    Remember also:
    don't paste in the default props block, you need to add those in manually
     
  11. G.Lecter

    G.Lecter Registered Tester

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    Just tried it.
    I am getting an error in Line 129: Unexpected: 'DefaultProperties'. :con:
    So I look at the text and wonder if there's something wrong here: :rolleyes:
    Code:
    DefaultProperties
    {
    unloadatkeyframe=-1;     // to avoid keyfram 0 being the default
    initialState="Touring"   // start in touring state
    bBlockKarma=true;        // to BlockVecs
    }
    
    I can place the TouringMover, but InitialState=Touring is not available.

    Edit: OK hadn't seen Tarq's post...
    Edit2: Wrote that part manually and still get the same error... :(
    Edit3: Aaahhh, you haven't to write anything. The mover was correctly compiled and those properties are set manually... Placed the new mover in a new map... It doesn't move! :lol: Neither jumping on it nor using a trigger. I attach the file if you want to have a look... ;)
     

    Attached Files:

    Last edited: Apr 11, 2006
  12. The_Head

    The_Head JB Mapper

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    I havent tried compiling in the editor before, but its quite easy to do doing it with ucc and then importing it into mylevel.
    I can do it for you if you want me to, and then send you that with what I have done / will be doing with the map.
    What dya think of replacing the lava in the blue base with something different? Or shall I just play around with the lighting and some textures to make it clearer which base you are in?
     
  13. G.Lecter

    G.Lecter Registered Tester

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    It was compiled correctly, but the mover doesn't work... Try it yourself it you want... :)
    I think changing the lava would look odd, unless the lighting was very well tweaked...
     
  14. The_Head

    The_Head JB Mapper

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    The mover works fine here ;)
    I'll take a look at the lighting.
     
  15. Aersik

    Aersik Turbo charged pogo stick

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    For some reason when I read that I immediately thought of a large pool of blue gunge from Noel Edmonds' House Party. In fact the whole cages thing sounds like a gunge tank in reverse :eek:
     
  16. tarquin

    tarquin design is flawed

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    No, "manually" means this:

    ## Select the new class in the Actor Browser, and do [[Actor Browser Menu]] -> Class -> Default Properties.
    ## Make the changes in the properties window that correspond to the block of code you removed earlier.

    I've updated the wiki page. Please confirm it's idiot-proof :lol:
    (How can a mapping genius not even know this much about code... ? ;) )
     
  17. tarquin

    tarquin design is flawed

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    How's this one coming along?
     
  18. G.Lecter

    G.Lecter Registered Tester

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    Damn, always trying to do things the hardest way... :eek: I eventually figured it out. :)
    The_Head should be releasing the tweaked version soon. The Touring Mover doesn't move at all although I think it was correctly compiled. Anyway it wouldn't work, you still need two different trajectories, one for release, another one for execution, and that's not what that mover features. Another idea would be moving up platforms out of the lava during releases so the cages don't move (only the 'doors' at the bottom). Thus, I'd have all keyframes free for the execution. :)

    I will make the Arena once Head had released the new beta, and will get some practise in Max to make the cages then.
     
  19. The_Head

    The_Head JB Mapper

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    All I have done is a couple o tweaks to the lights, about 10 minutes work, been really busy over the last week or so.....
    For two different trajectories you could get one direction moved mby one mover, and have that particular mover attached to another one out of sight, the second mover could thn move it back along another tranjectory.
    This could then quickly reset after the execution while no-one is looking ;)
     
  20. tarquin

    tarquin design is flawed

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    Well the note at the bottom of the TouringMover wiki page doesn't fill me with confidence...
    I might have time to look at coding a custom mover in a week or so.

    You need a mover that will open along one route, and return along another?
     

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