Mapping for 2.9 and using the new actors

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Apr 11, 2002
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The One, would you break that text up into sections so it's easier to read and find the
info that we are looking for?

Edit: Is there a way to set an area capture without making a new zone?
 
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jaymian

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Jan 25, 2001
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This should be stickied until the official one comes out. I'm gonna use the delay of the official tutorial as my excuse for not mapping;)
 

Beppo

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Jul 29, 1999
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Demosthanese said:
The One, would you break that text up into sections so it's easier to read and find the
info that we are looking for?

Edit: Is there a way to set an area capture without making a new zone?

The area goals can use real zones they are assigned to or their own collision hull.
For collision use bNoAreaUseTouch=True.
For zone use a AreaGoalZoneInfo with its AreaID set to the AreaID of the EASAreaGoal itself.

For those able to understand my rarely placed comments within the scripts ...
check out the scripts 'headers' (top comments) of the base classes of the different EASgoals. And the comments behind the variable declarations within the scripts too. Some can be pretty useful.

Beppo
 

Fat Marrow

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Beppo said:
The area goals can use real zones they are assigned to or their own collision hull.
For collision use bNoAreaUseTouch=True.
For zone use a AreaGoalZoneInfo with its AreaID set to the AreaID of the EASAreaGoal itself.

For those able to understand my rarely placed comments within the scripts ...
check out the scripts 'headers' (top comments) of the base classes of the different EASgoals. And the comments behind the variable declarations within the scripts too. Some can be pretty useful.

Beppo

Having tried to get the new stuff to work in a real map, it seems both a very powerful system and a totally overwhelming one.

I eventually got the TriggerGoalActivation etc properties to work, having spent half a day realising that they won't work with Dispatchers... I'm also sure there are neater ways to do it than I did...
 

das_ben

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Feb 11, 2000
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Beppo, is it possible that the defend_time setting in AreaGoals doesn't work properly? I tried this in a map I'm working on and as soon as somebody left the zone shortly after entering it [not completing the objective], there'd be a looping sound and failed goal messages.

Another question, if I setup totally different goals for both teams as objectiveID = 0 [because those are the first goals for each team and both teams need to defend the objectives the other team attacks at the same time], only the attacker's goals show up on the GPS. The defender's objectives work fine, but there's no indication of where they are.
 

das_ben

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Feb 11, 2000
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Another question for Beppo [or anybody who is very familiar with the EAS dynamics]:

Can EAS goals get activated more than one time? As defend_time doesn't seem to work, I created a workaround for recapturing: When Team A captures AreaGoal 1, AreaGoal 2 [defender goals] gets activated right next to it [assigned to the same AreaID]. Thus, Team B [defenders] can recapture the zone. However, AreaGoal 2 doesn't seem to be able to reactivate AreaGoal 1 [for re-recapturing and so on]. Is this true or did I miss something? Is there a workaround?
 

Beppo

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taken from the sources directly
Code:
var(EAS) int NeededDefendTime;		// defenders have to secure the area for this amount of time to let the goal fail
									// (starts with first attacker entering the area)

So if an attacker entered the zone this timer starts... and it does not stop or reset if they leave. So if an attacker stepped in he has to accomplish the goal before this time runs out. Else the goal fails. Pretty tough in most cases if the defend time is not long enough to launch a second attack.

Goals can be activated and deactivated, yes, but once they got accomplished they cannot be reset anymore. So if you try to setup capture areas that can be taken by any team and can be recaptured aso. then you need additional scripts to get this working cause I do not know a standard UT trigger, roundrobin and counter combination that is resetable and can do this properly, sorry.

The compass waypoints are always displaying the current objectives (matched by their current IDs) from both teams that are active and not completed yet. If not... maybe let us check out your map then.
 

das_ben

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Feb 11, 2000
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Thanks for the answers Beppo.

Seems like I misunderstood the purpose of the defend_time setting then. I'll see what I can do with providing an example of the compass problem.
 

Vega-don

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since i had most difficulties to make it work


if you want a EAS AREA GOAL : Control / invade /extraction Area (without CD for extraction)


under collision :

False
False
True
False
False

under EAS:

true
true
true
true
false
false
true
false



should work :D
 

OpFor

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Ok, Im having troubles with sniper actors. I want the defenders sniper actors to deactivate. No matter what I try, they just won't. Is it even possible to do? Please help other wise I will be forced to do the lamoid CD thingy with a huge trek across country only to be killed. :(
 

Vega-don

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ok lets start the serious things :p

i want to do an objective for the defenders , wich doesnt make them win
its a chopper support like in IRAK , the chopper will turn around the map and around and around and around , firing minimi ...(first problem here...........??????)

plus i want that the objective which will be a timedcapturegoal (call the airstrike), is at different areas (you can call the airstrike from about 5 different places). but i want that once it has been called, you can't call it anymore from the other points.

so theire is 3 problems here ...
 

Fat Marrow

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Again, not wishing to sound unhelpful, but the general solution to a question like 'how do I get an X like in map Y' is just to copy what they've done in map Y... worked for me for the moving sniper chopper, for example ;)

However, in essence, give your necessary decos and sniper actors the same Event->Tag, and make an INFm_OneWayMover mover with the AttachTag set to those Tags. Then set up the keyframes of the mover to take the path you want and to come back again, set its bMoveToCloseZero (or something like that) to True, set the Object->InitialState to TriggerControl (I think) and set its own Tag to something relevant (like 'AirStrike').

Make your TimedCaptureGoals call the airstrike (e.g. Event->Event = 'AirStrike') and if one is accessed mid-airstrike, nothing will happen anyway. If you want to go further and disable all of the TimedCaptureGoals during the airstrike, play around with dispatcher triggers and the TriggerGoalActivate and Tag properties of the TimedCaptureGoals (as one way to do it).
 

fist_mlrs

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you can see how to setup such a chopper in iraq and venture. you just attach it, a few meshes (your soldier) and a sniper actor to a mover.

airstrikes? no idea, check arid.

eas goals with the same objectiveid can complete each other. just set your goals event and triggergoalcompletion to event "whatever"
 

Vega-don

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thanks for the help i will TRY to do this;

another question is for a Cqb map realthing im doing (with author agreement), its done but a thing is buggy.

freon told me that reaper had the same problem.

so my question is for reaper : i have my invade area set at spawn , i cant move it from the spawn because attackers have 3 ways to go and my invade area must be invaded fast !
and theires is that bug : the invade area seems to activate when we go out of the area, or when i shot a bot.. its realy weird.

if it still doesnt work i might change it for a timed capture goal somewhere outside of the base :eek: , for example to open the doors..
 

Fat Marrow

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Vega-don said:
thanks for the help i will TRY to do this;

another question is for a Cqb map realthing im doing (with author agreement), its done but a thing is buggy.

freon told me that reaper had the same problem.

so my question is for reaper : i have my invade area set at spawn , i cant move it from the spawn because attackers have 3 ways to go and my invade area must be invaded fast !
and theires is that bug : the invade area seems to activate when we go out of the area, or when i shot a bot.. its realy weird.

if it still doesnt work i might change it for a timed capture goal somewhere outside of the base :eek: , for example to open the doors..

Then why not just have a regular trigger covering the initial spawn, with bTriggerOnceOnly (or something like that) set to true? Also probably takes less CPU time/bandwidth, etc.

EDIT: That's how I did it on RS46 and LondonCity anyway
 
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