Mappers' Corner Mappers and Modders |
|
![]() |
|
Thread Tools | Display Modes |
![]() |
#21 |
Unreal Goblin Hunter
![]() ![]() Join Date: Jan 2009
Location: In the source code
Posts: 479
|
![]() Figured it out, I didn't properly set vehicle locking.
![]() |
![]() |
![]() |
#22 |
Unreal Goblin Hunter
![]() ![]() Join Date: Jan 2009
Location: In the source code
Posts: 479
|
![]() Okay, thought I had set something wrong, but the vehicles aren't getting locked at all. I've tried fiddling with NotLockedForTeam and StaticTeamNum but spawned vehicles stay unlocked.
|
![]() |
![]() |
#23 |
Crocodile | Map-Modder
![]() Join Date: Aug 2009
Posts: 696
|
![]() Can you send me the map? There is actually no reason why it should do this.
EDIT: Did you set bUseStaticTeams to true maybe? This happens in my factory: Code:
if (bUseStaticTeams || bIndependentFactory) TeamNum = StaticTeamNum; /* Spawn it now! */ if (TeamNum == 255) { if (bRandomFlip && Rand(2) == 1) LastSpawned = spawn(VehicleClass,,,Location, Rotation + BlueRot); else LastSpawned = spawn(VehicleClass,,,Location, Rotation); LastSpawned.bTeamLocked = false; // Unlock neutral vehicles. } /* Set attributes of the spawned vehicle */ if (LastSpawned != None) { VehicleCount++; LastSpawned.ParentFactory = self; LastSpawned.SetTeamNum(TeamNum); LastSpawned.bTeamLocked = False; // Apply bTeamLocked, if specified for a team. if (NotLockedForTeam != 255) if (LastSpawned.Team != NotLockedForTeam) LastSpawned.bTeamLocked = True; […] } Last edited by Crusha K. Rool; 10-26-2011 at 02:57 AM.. |
![]() |
![]() |
#24 | ||
Unreal Goblin Hunter
![]() ![]() Join Date: Jan 2009
Location: In the source code
Posts: 479
|
![]() Quote:
bIndependentFactory and bUseStaticTeams are both false. Quote:
|
||
![]() |
![]() |
#25 |
Crocodile | Map-Modder
![]() Join Date: Aug 2009
Posts: 696
|
![]() Already fixed the issue (and the one with the radar fading) but will first check if two other Actors (VIPlayerEventGate and InstigatorModifier) actually do what they are supposed to do before releasing a new download of the tools.
If you want can you myLevel the stuff for now. |
![]() |
![]() |
#26 |
.
![]() ![]() Join Date: Nov 2007
Posts: 2,446
|
![]() If I want to use this in a map do I need to myLevel it? What about the StaticMesh and Textures files that come with it. If I myLevel the system file and those other two files are in the correct folders will it myLevel them as well or will they need to be downloaded by someone wanting to play the map? If they will need to be downloaded are they already on the Omni redirect?
|
![]() |
![]() |
#27 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
|
![]() Quote:
|
|
![]() |
![]() |
#28 | |||
I'm a cute Cat.
![]() Join Date: Apr 2016
Posts: 192
|
![]() Quote:
To qoute GLoups! here: Quote:
If you want to use the vehiclefactory: You may want to change the defaultvalue for "UltimateONSFactory -> NotLockedForTeam" from 255 (free for all; That would make BaseLaming very efective when you can steal the Mino from the enemy Base. Than you can name the Map: MTMUBFTTOTIYM MinusTankMeUpBeFasterThanTheOtherTeamInYourMino ![]() Quote:
|
|||
![]() |
![]() |
#29 |
.
![]() ![]() Join Date: Nov 2007
Posts: 2,446
|
![]() Thanks Miauz. I didn't know you could myLevel stuff just by changing the package name. Cool.
I don't necessarily want to myLevel the texture and sm package. I was just wondering if it would automatically happen. I'm not sure it would work anyway. If the MappingTools file is used to looking for them in a certain place and I myLevel them will the Tools still be able to find them? I've wondered about that before. Like if I have a weapon that uses a certain texture and I myLevel both the weapon and the texture will the weapon look in myLevel first for the texture? No biggy, though. I will just include any needed files. They should already be on the redirect, I'm guessing, because there are maps already on the server that use the MappingTools. I definitely won't be setting vehicles to never lock. I would be more likely to set them to never unlock for the enemy (which it appears can also be done). Funny idea though. Edit: Sorry, Miauz, I misunderstood. I thought you were suggesting that I do the opposite of what you were actually suggesting. I understand now. ![]() Last edited by Binger; 11-18-2016 at 04:48 PM.. |
![]() |
![]() |
#30 | |
Crocodile | Map-Modder
![]() Join Date: Aug 2009
Posts: 696
|
![]() Quote:
![]() (I've been so frustrated in the past just trying to get hold of some of the )o(-vehicles because I could not just extract them from the cache. It's especially painful if the textures and meshes are provided in packages but the code isn't.) On the other side you run into problems when coders start publishing updated versions of their stuff but don't change the package name. You are guaranteed to run into version mismatches then. Also, I should really try getting version 2 of this released at some point. I've added quite a lot of stuff back then that was not included in the first release. All that ever kept me from doing it was that I didn't really get one feature finished because I suck at particle systems. :/ |
|
![]() |
![]() |
#31 |
.
![]() ![]() Join Date: Nov 2007
Posts: 2,446
|
![]() Crusha! I thought you were gone for good.
I know it's no biggy but I got this when embedding the Tools. Cmd: obj load file=UltimateMappingTools.u package=myLevel Log: New File, Existing Package (Package myLevel, Package UltimateMappingTools) Warning: Missing Cubemap Cubemap AW-Cubes.Cubes.PS_Cube Warning: Missing TexEnvMap TexEnvMap AW-Cubes.Cubes.SunC You did figure out how to get the code for embedded vehicles, right? |
![]() |
![]() |
#32 |
Crocodile | Map-Modder
![]() Join Date: Aug 2009
Posts: 696
|
![]() It's been so long, so I can't really make any heads or tails with those error messages anymore. I am definitely not using these textures actively, but I think there always were one or two that would pop up as error and should just be ignored. Might be related to the meshes being used to preview VehicleFactory actors.
Well, when I wanted to use an embedded vehicle in another map, I'd just load the map with the original vehicle first and then the destination map. That would keep it loaded. Didn't bother getting its actual code, though. |
![]() |
![]() |
#33 | |
Getting there...
![]() Join Date: Jan 2011
Location: Chicago
Posts: 869
|
![]() Quote:
Andrew |
|
![]() |
![]() |
#34 |
.
![]() ![]() Join Date: Nov 2007
Posts: 2,446
|
![]() |
![]() |
![]() |
||||||
|
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Track Turret setup | Wormbo | Mappers' Corner | 8 | 02-01-2011 09:16 PM |
Fying under the radar | AyEyE | Off Topic | 12 | 05-04-2007 12:54 AM |
F1 track challenge produce these tracks mappers | hoauqalung77 | Other Games | 3 | 08-21-2006 02:57 AM |