Apok@lypse´s nrg plant - some problems

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
Post Reply
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Hello member

I have some problems in wave triggers. For example a building comes from down up in wave 5 and on wave 10 the building goes from up down.

Can someone help me to understand, how a wavetrigger is working?
:shappy:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

If you have the same mover moving somewhere, then staying for awhile, and then moving again, you will need to use a "key step mover". And you will also have to trigger this with one or more scripted triggers.

To get a key step mover, first open a map that uses them (e.g. IndustrialComplex, 8-Moves), then open your map (without closing the editor). Now key step mover should be available under the "mover button". You set up the key step mover just like a regular mover.

Then you'll want to add a scripted trigger from the actor browser (its under Keypoint>AIScript>ScriptedSequence>ScriptedTrigger). It doesn't matter where you add it - I usually keep all my scripted triggers together in one corner of the map so they're easy to find/edit.

Then open its properties and start adding actions under the AIScript section as follows:
0. add a WAITFOREVENT and set its ExternalEvent to InvWave5
1. add a TRIGGEREVENT and set its Event to (whatever you set your movers event tag to)
2. add a WAITFOREVENT and set its ExternalEvent to InvWave10
3. add a TRIGGEREVENT and set its Event to (whatever you set your movers event tag to)

So at wave 5 the mover will move to its first position and stay there until wave 10, at which time it will move to its second position. If you need it to move two steps at one time just trigger the event twice in a row in the script.
Image
There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

If your door is moving between two positions, then you could simply place a regular mover with InitialState set to TriggerToggle. This property may be found in the Object category in the mover's properties.
Be sure to give this mover a tag, too.

For the magic to work, you must place a scripted trigger in your map, and follow the same sequence in what BrainPan mentioned earlier.

The TriggerToggle property only works when you have the door move from key 1 to the base and back to key 1. If you have this door moving to multiple unique keyframes, then you'll need to follow Brain's method using the keystep mover :)

Since Wave Triggers don't come with the default gametype of Invasion, you'll need to punch in a few console commands to see if the events work. To simulate a wave trigger, simply type in the game console "CauseEvent InvWave5" or "CauseEvent InvWave10"
It is not case-sensitive.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Thanks for the posts :sbigsmile:

Now i have a new problem.
I want in wave 16 that a american F16 jet fly over the atomic plant and over the atomic plant the jet should drop a bomb down and then plane should fly away. If the bomb reaches the atomic plant the emitter should be activate.

But how can i trigger an emitter?
Image Apo :ssmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Apok@lypse wrote:Thanks for the posts :sbigsmile:

Now i have a new problem.
I want in wave 16 that a american F16 jet fly over the atomic plant and over the atomic plant the jet should drop a bomb down and then plane should fly away. If the bomb reaches the atomic plant the emitter should be activate.

But how can i trigger an emitter?
Image Apo :ssmile:

Okay, first we'll need to create this emitter into its own class. Go to the actor class browser--->emitter--->NetworkEmitter (so it's usable online). Right click NetworkEmitter and hit new.
PackageName MyLevel (It must be MyLevel so the emitter class is embedded into your map)
Name (AAAnyName) (I put a couple A's infront of the name so it'll be on top of the list when your browsing through the million classes...You'll see later)

Once you hit okay, you'll see this script log. If you don't know programming, don't be afraid. All you have to do is to hit the comile changed scripts button up on the top. Once that is done, you should be able to see at the bottom (6 lines successful or something).

You may close the script log, return to your map, locate the emitter, open its properties, and open the emitter category. Where it lists the array of emitters, select it and hit Crtl+C (Copy). The first line [0]; it should look like something like this: SpriteEmitter'myLevel.SpriteEmitter1'. If you have multiple lines (since this is a big explosion I wouldn't be surprised) then simply copy the first line.

Go back to your actor class browser. Locate your emitter class (Emitter ---> NetworkEmitter ---> then AAAYourEmitter) Right click your emitter then open it's default properties. This properties window should look very similar as if you were opening any properties.

Set these properties:
Go to advanced:
Directional = true
NoDelete = false
LifeSpan = An int value (If your explosion lasts for a whole minute, set this to like 75 seconds. This will terminate the actor after it was spawned for this amount of seconds. No need to render dead actors.)
Go to the emitter category:
Hit New
At [0] hit Ctrl + V (paste) (This should paste in the lines SpriteEmitter'myLevel.SpriteEmitter1' or something similar).
Leave this window open.

Go back to your map, open the original emitter's properties. Go to line [1]...Copy.
Go to your new emitter class default properties. Add line [1]...Paste.
Original emitter properties---> line [2]...Copy.
New emitter default properties. Add line [2]...Paste.
Keep going until you pasted your last line of emitters.

At this point, do not close the editor. Your emitter is not saved into your map until you used it.

Go to the actor class browser. Go to keypoint--->AIScript--->ScriptedSequence--->ScriptedTrigger. Place a scripted trigger to a location where the emitter will be spawned. (In this case, position this actor where origins of the nuke will be).
I'm not really certain how you have your sequence, but I'm going to run some assumptions.

1.WaitforEvent
  • ExternalEvent = InvWave16

2. TriggerEvent
  • Event = PlaneMover (to trigger the plane)

3. WaitforTimer
  • PauseTime = IntValueHere (How many seconds it takes for the mover ot reach it's point before it launches the bombs).

4. SpawnActor
  • ActorClass = "AAAYourEmitter" (Now you should see what I mean the long list of classes. If you set yours to AAA....then your emitter should be on top of the list.)
    Other properties you may leave alone ;)

5. PlaySound
  • This is totally optional, but if you want to make a nuclear explosion sound FX, this is the place to do it!
    Check out the "ONSVehicleSounds-S.uax" package. Plenty of neat explosive sounds there.

6. TriggerEvent
  • You really have some freedom with this. Here is where I'll trigger a volumetrigger so the explosion may do some damage when it happens. Once again this is all optional, I'll say have some fun with this part. Just be sure to trigger the volume again to toggle off the damage when the nuke explosion is finished.

7. Disable this script
  • Although this doesn't do anything, it's still nice to know that this is the point where the script ends.


The moment you've set your SpawnActor to SpawnClass = AAAYourEmitter, the emitter should be saved into your map. At this point it's safe to close the editor, and your emitter is saved into your map. I would recommend testing your scripted trigger before closing it though...just to be safe.

[offtopic]I've attempted to place the scripted trigger info into neat little tabs, but I can't seem to work this out...Here's my test results:
[tabs][tabs: Test]Hi[tabs: Test2]Bye[/tabs] [tabs][tabs: 1.Boo! ]this tab text[tabs: 2.Hi]AHHHH[/tabs]
[tabs][tabs: 1.WaitforEvent]ExternalEvent = InvWave16 [tabs: 2.TriggerEvent]Event = PlaneMover (to trigger the plane) [tabs: 3. WaitforTimer]PauseTime = IntValueHere (How many seconds it takes for the mover to reach it's point before it launches the bombs)[tabs: 4.SpawnActor]ActorClass = "AAAYourEmitter" (Now you should see what I mean the long list of classes. If you set yours to AAA....then your emitter should be on top of the list.)
Other properties you may leave alone ;)[tabs: 5.PlaySound]This is totally optional, but if you want to make a nuclear explosion sound FX, this is the place to do it!
Check out the "ONSVehicleSounds-S.uax" package. Plenty of neat explosive sounds there.[tabs: 6.TriggerEvent]You really have some freedom with this. Here is where I'll trigger a volumetrigger so the explosion may do some damage when it happens. Once again this is all optional, I'll say have some fun with this part. Just be sure to trigger the volume again to toggle off the damage when the nuke explosion is finished.[tabs: 7.DisableThisScript]Although this doesn't do anything, it's still nice to know that this is the point where the script ends.[/tabs][/offtopic]

This should do the trick. Let me know if you encounter any issues ;)

Good luck :cheers:
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

I saw Ant browsing this post so I knew he has responding. Just to summarize/clarify what he has posted (as network emitters are kinda tricky).

1. You first need to make a regular emitter to look just how you want it. (build it right where you want the explosion to happen so you can test it and get it how you want it)
2. Then create your network emitter by following Ant's instructions above. (you'll be copying the emitter(s) from your regular emitter into the network emitter)
3. Then move your regular emitter somewhere where it cant be seen/heard (i.e. subtract out a separate room away from the rest of your map and put it in there ***THIS IS IMPORTANT - DO NOT DELETE IT*** if you need to make changes to the emitter you can change the original and it will be changing the network emitter too as it is a copy of the original)
4. Place the scripted trigger where you want the emitter to spawn (as Ant described above)
Image
There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

:sclapping: :sclapping: :sclapping: :sclapping:
:cheers: :cheers: THANK YOU ANT and BRAINPAN!!!!!! :cheers: :cheers:
:sclapping: :sclapping: :sclapping: :sclapping:

IT LOOKS AWESOME, IT´S LIKE IN A MOVIE SCENE :sgiggle:

I write displaymessage, then a waitfortimer, then plane fly over plant and BOOOM!!!

How can i make portal zones?

APO :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

If you mean zone portals to section off different areas of your map for optimization, it's pretty simple.

1. Select a texture for your zone portal (the wm_textures package has a texture that says "zone portal" right on it).
2. Make a sheet builder brush that is large enough to completely fill the opening (window, doorway, hallway, etc.) that you are going to zone off (it can be slightly bigger and stick into the BSP)and place it across the opening.
3. Click the "special brush" button and in the prefabs drop down list select zone portal.

Once you get an area completely zoned off you can view in "zone portal" view and the different zones should be shaded different colors.

Note that if you are viewing in dynamic lighting view and have realtime preview selected (the joystick button on the top left of the viewport) you will not be able to see your zone portal sheets.

Also note that zone portals must be placed across BSP openings not static meshes.
Image
There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Thank you very much, Brainpan. :thumbright: :ssmile:

I have a invasion problem.
My UT2004 singleplayer invasion is starting at wave 2 and i set in options start at wave 1 but the invasion starts at wave 2.

Is there an internal error or something other problems with my UT2004 invasion ?

APO :ssmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Set that number to zero.

So it'll be waves 0-15 ;)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Post Reply