Mapping for 2.9 and using the new actors

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Vega-don

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i would like to , but i dont know what are you talking about... :( :D


you mean when you spawn , theire is an event which is made, then the spawns move according to that event ?
 

Fat Marrow

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Vega-don said:
i would like to , but i dont know what are you talking about... :( :D


you mean when you spawn , theire is an event which is made, then the spawns move according to that event ?

Yes. I forgot that people now use EASPlayerStarts. They may work the same way even so.

To see it, open up either map in UnrealEd and look where all the red lines coming from playerstarts go to...
 

Fat Marrow

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Vega-don said:
so attackers spawns would be the event and new defenders spawn would be the tag... who thats crazy.ill try it. a instantly event/tag. :eek:

Not quite. There is a simple Trigger (as in Actor->Triggers->Trigger) with a collision height and radius set so as to cover the spawn. The Trigger Event is set to the defenders' playerstarts' Tag.
 

Vega-don

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think it needs to be added here, its the thread i always look.

As sub and Al already said... we had valid reasons to change the original classes instead of providing a mix of new and old classes that would only confuse the mappers to what to use and what to search for if you plan to edit, exchange or whatever some stuff using tools or even a mutator.
So, every change we did had a valid reason, no doubt.

IF a mapper changed the defaults of the old deco class versions then the problems Jaymian described can show up cause every non-default value is stored within the map. Default values are NOT stored, so maps that used the old classes default values should still look the same (maybe the offsets/pivots will end up a little bit different then of course).

The MaxStepHeight problem described by jaymian and answered by sublime is an important new setting. We had to change the maxstepheight to let the player move along more realistically and do not force him to jump over a little step that he was not able to step on in the old versions. Side effect of this is that the UT engine uses this value for a "can I get thru" check too and it checks this before a step is taken. If your map features doors aso that have a little step to take before it like ie. the door frame and 'floor' is higher than the ground around it... building entrances aso. or some stairs directly leading to a doorway, then the engine checks the maxstepheight before the player takes the step and so 'bumps' into the upper door frame even if it 100% fits thru the door. The calculation uses some factors so that it ends up higher than the players actual size tho. So, the engine blocks your movement then.
So, you can do two things now:
a) use the ini entry sublime described (on servers) to use a specific MaxStepHeight within a specific map. Thsi way older community maps can be 'fixed' without the need to change them.
b) or add some blockall actors in front of these steps/door frames so that the player is actually on the same height than the frame an inch before you try to enter it. This is done on maps like BorderTown too at one or two occasions (front 'door' of the broken building to the left of the street that leads to the broken bridge drop in point with the town in your back). This needs some quick editing if you really want to do it this way.

Beppo
 

[C22]-Dragoon

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-reaper- said:
Raekwon said he'll release the tutorial sometime in the coming days, might be in the beginning of january. In the meantime, if you have questions about EAS mapping, ask away in the forums or IRC.
Any chance on the tutorial at some point?