Rtnp

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thechief7

Playmate
Oct 27, 2001
226
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My room
I need some help, I'm using the RTNP in UT mod and I can't figure out how to get the marines to beam down
When I did get them to beam down they were dead
All I know is I had my wave info set and the marine beam set, but nothing would happen, perhaps a trigger?
 

StoneViper

you can call me Mike
Nov 3, 2001
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N43° 03' 16" :::: W77° 36' 03"
not sure what you mean, you need to be more clear, like what rtnp is and what you mean by marines exactly, and beam down to where, and all of a sudden im reading wave info. what exactly are you trying to do¿
 

thechief7

Playmate
Oct 27, 2001
226
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My room
Uh sorry I guess it was a little vague and confusing
RTNP = Return to Na Pali
Don't know if you guys played this one, but there were some enemies called Marines, I think you first fought them in map Crashsite 2
Anyways you can't select them from the Pawn menu, like you select most of the enemies to put in the map
Instead you have to trigger them with Beampoints, plus you have to set up how many you want and what weapon they use by using a Waveinfo
It's really confusing, I tried to look at the map and figure it out, but I'm still doing something wrong
 

-Penfold-

New Member
Here's a trick I use that might help.

Go to a map that has a functioning version of what you're trying to make work. Lets say, in this case, load a map in UnrealEd with a beampoint that sends marines or whatever. select beampoint in the actors, and place a new beampoint right next to a beampoint that you know (or strongly suspect) controls marines in the same fashion you wish to control them.

Now, select both beampoints, and view their properties (the properties window should say "BeamPoint Properties (2 selected)"). Expand every [+] and look for blank areas. When you select two things that don't share a certain attribute, that attribute section will list neither attribute (leaving it blank), giving away that the two attributes are different. In this way, you can determine exactly what attributes need to be changed from the default attributes to the ones that make the actor function how you want it to. Of course, some attributes will be different for other reasons (such as movement > location and object > name), and others may just be blank. To find out the difference between the two, leave up the properties window, and then select only one of the beampoints, take note of how it's set, and then select the other, and take note of how it's set. Then of course, do your best to figure out if these differences are relevant or irrelevant to what you're trying to acheive.

This is the most useful trick I've found to use in UnrealEd. I've learned MANY things with it.
 

Spargo-64

bDrunken-True
Feb 20, 2002
34
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Phobos
home.austarnet.com.au
Thats one cool trick, penfold.
I've used that one heaps of times aswell.
Its a little like theft, but what the hell, thats how you learn.
Its always good to think of a level with similar events you want, and see the properties of their triggers, dispatchers, movers etc.

Very handy hint...
 

thechief7

Playmate
Oct 27, 2001
226
0
0
My room
Yah that's what I usually try to do, I look at what they did an try to copy it exactly
That's how I figured out how to make Nali open doors
I kind of gave up on the Marines, though I do have one more idea that I might try