Player specific announcements?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Animus

bladiebladibla
Sep 24, 2004
268
2
18
39
in Manta under water
announcements? or taunts? or texmessages? or voice?
maybe you can be more clear so whe can better help you
i dont understand what you mean with announcements.
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
My mistake.

I'm using kismet to communicate to players they've leveled up in an RPG i'm making in unreal 3.

It's a multiplayer RPG, so it's important that only the player leveling up gets a text or messsage, and this message can be of any kind.

I've messed with the "target" on announcements, client side only events, etc. Nothing seems to work, all message types are sent to everyone at all times.
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
Found a way around it. I'm just going to play text to speak audio through sound triggers, in the end this should be way cooler than on screen text anyway!
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
trying to make this map entirely in kismet, come so far already hate to start trying to use scripts now when all i need is a player specific message.

I'm now having the exact same issue with the sounds. I target a player with the "play sound" action in kismet and it plays the sound and can be heard by everyone, regardless of the attenuation on the sound cue.

This is getting to be a real headeache.

I'll wait a day and see if anyone can help, if not i'll just play a sound volume in the level and teleport it to the player every half second as it plays the message. This is going to be a pain in the ass to do with all my sound queues but i'll do it if i have to.
 

Alhanalem

Teammember on UT3JB Bangaa Bishop
Feb 21, 2002
2,238
0
36
41
Ivalice
Is there any reason this message has to be hidden from other players? Why not just have a broadcast "Soandso leveled up!" or something/
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
It's impossible to place a player's name into a kismet announcement as far as i know.

I also fear the spam that might occur in a game with 20 players in it, where announcements other than leveling up will occur.
 

Alhanalem

Teammember on UT3JB Bangaa Bishop
Feb 21, 2002
2,238
0
36
41
Ivalice
If you have unrealscript knowledge, you can create new kismet actions/events/etc that can better accomodate your needs.
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
Well for one, I've never scripted.

Secondly, I really like the idea of kismet. It's an out of the box visual thing that anyone can mess with. Searching online i found very little resources to help me make an RPG in kismet, but it was intuitive enough that if i smacked my head against my monitor long enough, eventualy i could get things to kinda work.

If i pull off a good map, anyone can open it up and go, "hey that's cool, i see what he did there, i want something like that in my map". They can even just copy and paste it easily into their map file modify the variables a little bit and mod the kismet, having just a very basic understanding of computers.

And thirdly, i'm lazy, a bit busy with other classes, and just don't feel like throwing UTscript on top of level design, asset creation, and kismet with a full class load :D.
 
Last edited:

Alhanalem

Teammember on UT3JB Bangaa Bishop
Feb 21, 2002
2,238
0
36
41
Ivalice
What's the point in using Kismet anyway? UnrealScript is much more powerful.
There are a lot of things that are more convinent in kismet, or can be done more quickly with it. It has its limitations obviously, but it's pretty easy to learn and can be used to set up interesting things on a map specific basis.
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
0
0
What's the point in using Kismet anyway? UnrealScript is much more powerful.
A mapper doing anything other than mapping is not good object oriented design.
Kismet allows mappers to focus on what they know best : creating maps.

complex Kismet is a sure sign that there's stuff that can be simplified by using smarter Kismet-objects which will be easier to use in different maps.
 

crazyfingers

New Member
Apr 28, 2009
25
0
0
I would go one step further and say that in complicated maps there's complex kismet that simply doesn't make any sense at all.

In order to get around some limitations of kismet, i've had to do some really wacky stuff that simply wouldn't make any sense to an outside observer like teleporting players away and back to a specific spot in a fraction of a second for what seems like no reason. But in the end it allows "broken" kismet actions to function in the long run.

Not sure what you mean by "mappers", are we being persecuted here? "Us people don't know how to adjust gameplay?" Maybe i'm misreading your post, but keep in mind not everyone has been filed away by large gaming corporations yet.

There's always been this wall obscuring programming from the general population, i was never exposed to programming growing up, and now that i've used kismet and totally fallen in love with it, i wonder, had i been exposed to this stuff at a younger age would i still be pursuing art, or would i have chosen to try my hand at programming?

Anyway, i'm going off on a tangent. This is user mods we're talking about here, they don't always strive to be proffesional and often times serve mainly to amuse the creators, programmers or not.