The State of INF

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keihaswarrior

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Fat Marrow said:
Edit: as an example of the mapping possibilities: when you secure both sides of a city square, a helicopter lands on the square. People can get into the helicopter, and -- when activated -- the helicopter takes off, flies to an objective building (during which time people can fire off the side of the helicopter), hovers while people jump out onto the building, then flies back and lands (ready for the next assault team). The team can then abseil off the roof of the building (using some mapping trickery) into a balcony in the building and then storm the building from above. This isn't theory -- I've got this working ;)
OMFG I was thinking about having actual helicopter movers to take you into battle and extract instead of spawn points. I thought it might be incredibly hard, but now you say you have it working! :eek: OMG OMG OMG you must tell/show me how to do this..... uh plz :D
 

Fat Marrow

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keihaswarrior said:
OMFG I was thinking about having actual helicopter movers to take you into battle and extract instead of spawn points. I thought it might be incredibly hard, but now you say you have it working! :eek: OMG OMG OMG you must tell/show me how to do this..... uh plz :D

Well, the way I did it isn't perfect, because it uses a mover inside a mesh; you can't usually see the mesh when you're inside it (because of the way that mesh visibility is computed) -- so I had to make the inside of the mover visible to prevent the illusion that you were flying in thin air -- and the mesh moves around a bit relative to its position -- so that when the mesh *is* visible, it wobbles in and out of the mover.

If the helicopter body was made out of a proper mover, the effect would be much better (although you could still only fit in a few people at a time).

You could do playerstarts (somewhat ineffectively) if you had a fleet of choppers, with playerstarts and triggers attached to each. When a person spawns in a chopper, the relevant trigger then (a) starts the chopper moving into battle, and (b) turns off the playerstarts inside that chopper. Make the chopper a onewaymover or somesuch, and have its Event (called when the move finishes) re-enable the playerstarts. You could also have a parallel mover (possibly with blockplayers attached) on the outside of the chopper (to stop people jumping out too soon) which mirrors the chopper mover except during the landing phase (e.g. have it lift out of the way on that keyframe). Hope that makes sense -- should work something like that though.

Edit: in fact, you could have the blockplayers return to the chopper from the side after the drop keyframe, thereby pushing out all players in the process.

Incidentally, if there is a mover version of the blackhawk anywhere (or at least an animation sequence which doesn't have it moving around so much around its pivot point), I'd be grateful for it...
 
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keihaswarrior

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:hmm: So it is kinda like what I expected. I figured that the heli being a mesh would mess it up and that I would need a helicopter mover to make it work well.

Is it possible to take the Heli mesh and lower the poly count on it, then import it into Ued and make a brush out of it?
Also, can the doors on the heli mesh open and close?
 

Fat Marrow

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keihaswarrior said:
:hmm: So it is kinda like what I expected. I figured that the heli being a mesh would mess it up and that I would need a helicopter mover to make it work well.

Is it possible to take the Heli mesh and lower the poly count on it, then import it into Ued and make a brush out of it?
Also, can the doors on the heli mesh open and close?

There are different animations for the helicopter (Display->Animation), which probably include animations with the door shut. There's no easy way I'm aware of to turn meshes into brushes (for making movers), but this wouldn't work out well because of the rotors, etc.
 

(SDS)benmcl

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I was thinking of the helicopter insert and extract myself. I was also thinking of a speed boat insertion and a para drop. Due to a little problem of lack of skills and knowledge with no time to delevop them I am happy to see people thinking along the same lines.

I also had this goofy idea of allwoing players to choose a method of insertion, truck, water, heli, para drop, depending on the situation on the battle field. Also the method would allow things like have one or two players being inserted the night before in some kinf of advance postion for recon or what ever the mappers decide makes sense.
 

Fat Marrow

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(SDS)benmcl said:
I also had this goofy idea of allwoing players to choose a method of insertion, truck, water, heli, para drop, depending on the situation on the battle field. Also the method would allow things like have one or two players being inserted the night before in some kinf of advance postion for recon or what ever the mappers decide makes sense.

:con: I presume you're not proposing a hardcore online game where two players have to hang around on the server for 12 hours before the other players can join... :)

PS not necessarily a goofy idea -- can be done various ways (e.g see fist's TDM kasbah map).
 

(SDS)benmcl

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I presume you're not proposing a hardcore online game where two players have to hang around on the server for 12 hours before the other players can join
LOL.

I don't think so. I am all for hard core but thats a tad extreme.

For example. Mountain region there is a couple of spots that can see into a key objective. An advance 2 man team can choose which one to spawn at. Of course this can only be done on the first spawn. Of course it all has to make sense for the map. I would not want this for every map.

Actually it could have done with 2.86 without any special actors. I shall have to look at kasbah.