Looking into my next map I'm trying to think of some interesting scenarios to start mapping around. One idea is to make a (v)CTF with a Titan in the middle much like VCTF-Containment which can be activated by either side perhaps with some strings attached. So I was wondering how to spawn a Titan in a non Titan match. Or modify the Titan mutator to constrain to a given location.
This would involve spawning a Titan via a triggerd room say. Transform the player (give them the prerequisite state).
Initially Ii was thinking I could use a console command something like summon, or addbots. But these don't support what I'm after. The closest I can think is to use Kismet ActorFactory Ex, which does have a pawn class:UTHeroPawn however after trying to Give Hero Points and allowing it to get enough kills these do not transform into a Titan (UTMutator_Hero not active?) Playing in the editor at least.
So it looks like a script problem.
Some scripts that are involved:
UTHeroPawn
UTHeroPRI
UTMutator_Hero
UTPlayerReplicationInfo (config for HeroThreshold)
UTGameReplicationInfo (change bHeroesAllowed=false)
So I figure I could extend UTGameReplicationInfo with this:
And change UTPlayerReplicationInfo to have a 0 HeroThreshold
Assuming the above actually does what I am wanting. I don't know how to write it so its only active on one player (say via a trigger) and then inactive when that player dies. Making it available for the next player.
Else it there a way to spawn a HeroPawn(titan mutator enabled) and then posses that bot, gaining the titan status/ability? Then toggling this off when the player dies.
Sorry if this is vague I'm still trying to formate the right questions and I have no real experience in uscipt so any help would be much appreciated, Thanks.
This would involve spawning a Titan via a triggerd room say. Transform the player (give them the prerequisite state).
Initially Ii was thinking I could use a console command something like summon, or addbots. But these don't support what I'm after. The closest I can think is to use Kismet ActorFactory Ex, which does have a pawn class:UTHeroPawn however after trying to Give Hero Points and allowing it to get enough kills these do not transform into a Titan (UTMutator_Hero not active?) Playing in the editor at least.
So it looks like a script problem.
Some scripts that are involved:
UTHeroPawn
UTHeroPRI
UTMutator_Hero
UTPlayerReplicationInfo (config for HeroThreshold)
UTGameReplicationInfo (change bHeroesAllowed=false)
So I figure I could extend UTGameReplicationInfo with this:
Code:
{ UTGameReplicationInfo(WorldInfo.GRI).bHeroesAllowed = bAllowed;
}
function Reset()
{
Super.Reset();
HeroMeter = 20;
bIsHero = True;
bIsSuperHero = false;
}
Assuming the above actually does what I am wanting. I don't know how to write it so its only active on one player (say via a trigger) and then inactive when that player dies. Making it available for the next player.
Else it there a way to spawn a HeroPawn(titan mutator enabled) and then posses that bot, gaining the titan status/ability? Then toggling this off when the player dies.
Sorry if this is vague I'm still trying to formate the right questions and I have no real experience in uscipt so any help would be much appreciated, Thanks.