MonsterEvo mapping tutorial
Posted: Wed Dec 04, 2013 4:54 am
[offtopic]prerequisites - getting your UT2004 to the latest version[/offtopic]
a. install UT2004, apply cd-key
b. install UT2004MegaPack
http://unrealtournament2004.filefront.c ... Pack;52476
c. install UT2004 v3369 Patch
http://unrealtournament2004.filefront.c ... atch;51481
Optional - if you want Install the bonus maps.
http://unrealtournament2004.filefront.c ... exia;27433
http://unrealtournament2004.filefront.c ... nzip;27386
http://www.gamefront.com/files/13777126 ... apPack_zip
Optional - Install the 64-bit v3369 patch.
http://unrealtournament2004.filefront.c ... n_64;51743
[offtopic]MonsterEvo prerequisites[/offtopic]
bear in mind that, once you proceed with the following steps, you can't play on-line, because files will not match the server files, so you can either create a second UT2004 installation or consult step3->2
a. extract->install sample package [tools to run MonsterEVO mod off-line]
https://dl.dropboxusercontent.com/u/268 ... ackage.zip
b. extract->install latest version of DWassaultmappertools
http://www74.zippyshare.com/v/95238375/file.html
c. extract ->install all monsters to run offline
http://www47.zippyshare.com/v/37987646/file.html
d. edit *.ini files as stated here in Silly_Warlock's post here
viewtopic.php?f=78&t=4239&hilit=sample
or alternatively:
extract and install this (it includes all the above files, edited, so that you save time)
http://www34.zippyshare.com/v/64356000/file.html
[offtopic]this is also the necessary files needed to play MonsterEVO mod off-line[/offtopic]
[offtopic]ps: necro class is not included....if you want necro class....follow instrauctions here in Silly_Warlock's post
viewtopic.php?f=78&t=4239&hilit=sample[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step1: Gametype
___________________________________________________________________________________________________
first we need to set up the gametype to Assault
go to the top bar
View->Level Properties (F6)->LevelInfo->DefaultGameType
and type in: DWMonsterAssault.ASGameInfo
DWMonsterAssault.ASGameInfo is the MonsterEvo gametype
[offtopic]instead you can use
UT2k4Assault.ASGameInfo (this is the default Assault gametype)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step2: Loading DWAssaultMapperTools actor
___________________________________________________________________________________________________
then we need to load the actor that we will be using for mapping
go to the top bar
press the Actor class browser button (icon: like a pawn)
in the new window press open package
go to your UT installation directory/System
locate and choose DWAssaultMapperTools.u
this actor includes all the default UT2004 actors + extra actors for DW mapping
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step3: Map creation/Layout/Terrain etc
___________________________________________________________________________________________________
there are two things you can do here....
1. you can convert an existing assault map to monster evo
If that's the case, then you need to load the map you want to convert in your unreal editor
a. define gametype to DWMonsterAssault.ASGameInfo (step1)
b. load DWAssaultMapperTools actor (step2)
c. make any changes to map layout you want to
d. start placing monsters (step4)
2. you can create your own map from start
i will provide with links to mapping here
you will need to learn mapping for UT2004
[offtopic]in this scenario, you can build your entire map before you need to set gametype/actor/monsters (its advised to)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step4: Monster placement/spawing/properties etc
___________________________________________________________________________________________________
In order to spawn a monster (or more) you will need 3 things
1. something (an action) that will activate the MonsterSpawner (trigger/objective/actor)
2. a MonsterSpawner (there are three types to choose from)
3. a spawnpoint (or more)
In detail:
1. in order the MonsterSpawner to be activated, you need an Event to occur first,and it works like this:
an action occurs ( e.g. a trigger is activated), this completes the Event of this trigger
and each actor that is tag-ged to that Event-name is activated
placing a (proximity) trigger in the map, setting an event to occur when a player gets into the trigger's range
actor class browser->Triggers->Trigger
Trigger properties:
Events -> Event: lala001
2. a MonsterSpawner is the system that controls the monsters that will spawn, what monster type, how many, and all other attributes of monsters....
ps: you can place the MonsterSpawner anywhere is the map, even outside the map
actor browser->keypoint->ThingFactory->creaturefactory->DWMonsterSpawner->DWBasicMonsterSpawner
DWMonsterSpawner properties:
Events -> Tag: lala001
MonsterSpawning
lives: 1
monstername: AlienQueen
monsterpackage: Package_Xenomorphs
monster's list: viewtopic.php?f=78&t=4031
so, I set above, when the action lala001 is completed, to activate the MonsterSpawner , which will spawn 1 Alien Queen...
3. a spawnpoint (or more) is the location that the MonsterSpawner will spawn the monsters you set to spawn....
ps1: you can set up to 16 spawnpoint for 1 MonsterSpawner
ps2: make carefull placing of the spawnpoint ...you want the monsters to spawn inside the map, in reasonable locations
ps3: if you have set 1 monster to spawn only in your MonsterSpawner and you have more than 1 spawnpoint for this, then the 1 monster will spawn in one random spawnpoint
in order to link a MonsterSpawner with a spawnpoint you need to:
a. DWMonsterSpawner properties:
Events -> SpawnPointTag : hahaha
b. place at least 1 spawnpoint
actor browser->NavigationPoint->SpawnPoint
SpawnPoint properties:
Events -> Tag: hahaha
to sum up
the Event of trigger must match the Tag of DWMonsterSpawner lala001
and
the SpawnPointTag of DWMonsterSpawner must match the Tag of SpawnPoint hahaha
ps: these two names must be different
_____________________________________________________________________________________________________________
[align=center]types of Monster Spawners[/align]
_____________________________________________________________________________________________________________
[align=center]DWBasicMonsterSpawner[/align]
its the most basic type, and it can accustom most situations/cases you may consider using. nothing complex here.
how it works:
when its triggered, it spawns the monster type you set into Monster Spawning->MonsterName
the number of monsters it will spawn in total equals Monster Spawning->Lives
if you want to spawn NOT all monsters at once, but spawn a few and keep spawing the rest as soon as one dies
use that value at Misc->MaxMonstersAtOnce
if you want to spawn ALL monsters at once,
use a value at Misc->MaxMonstersAtOnce higher than the value in Monster Spawning->Lives
[offtopic]can be also activated by collision Misc->bCollisionTriggered[/offtopic]
ps1: make sure to use more than 1 spawnpoint for the MonsterSpawner if you want to spawn more than 2-3 monsters,
otherwise it will spawn 1 monster/second from that spawnpoint
ps2: dont forget to set properly the names for Events->SpawnPointTag and Events->Tag as we described above
ps3: Misc->bCollisionTriggered set to False, otherwise it will spawn monsters everytime something is close to that spawner....thats why triggers are for...unless you want to create some sort of ambush/trap to e.g. a healthkit....
ps4: Display->DrawScale, set this value high enough especially if you are converting a map and you want to distinguish your actor icons from these of the default map.....and not spending hours to locate them....
Contents of spawing volumes:
fixed
random
proportional random
proportional fixed
additive proportional
chance to spawn
infinite
If you want to spawn a fixed number of monsters you will just need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
[align=center]______________________________[/align]
If you want to spawn a random number of monsters you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
RandomExtraLivesMax
e.g. lives=3, random=10
this will create total= from 3 up to 13 (=3+10) monsters
[align=center]______________________________[/align]
If you want to spawn a proportional number of monsters to the numbers of players in-game you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
Monster Spawning->RandomExtraLivesMax
and
Monster Spawning-> RecalcExtraLives -> bWeighted:True: it will randomly create extra monsters in regards to players in-game, by considering the RandomExtraLivesMax value
[align=center]or alternatively you can use [/align]
Monster Spawning-> bUseAutoRecalcExtraLives: True
Monster Spawning-> RecalcExtraLives -> bWeighted:False: it will create extra monsters in regards to players in-game using a formula
Monster Spawning-> RecalcExtraLives->MaxMultiFactorPerPlayer (e.g. 5 -> then it will spawn 5 monsters/player)
[align=center]or alternatively you can apply the following trick using the Monster Spawning->ReqPlayerstoTrigger [/align]
this might be the best method to control the overall monsters that will spawn at each possible scenario
place 2 or more DWBasicMonsterSpawners and set specific min and max values in Monster Spawning->ReqPlayerstoTrigger, that only when met, the respective spawner will activate....
e.g. method 1 -----> spawner2: 3-12players and spawner3: 6-12players and spawner4: 9-12players
e.g. method 2 -----> spawner2: 4-5 players and spawner3: 6-8players and spawner4: 9-12players
[align=center]______________________________[/align]
If you want a monster to have a probability/chance of spawning you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
and
Monster Spawning-> ChanceToSpawn with value from 0,01 to 1
if 0 then it will never spawn (why would you even consider that idiot???)
if 0,2 it has 20% chance to spawn the specific group
if 0,5 it has 50% chance to spawn the specific group
if 1 it will always spawn the specific group
[align=center]______________________________[/align]
If you want to spawn infinite monsters you will just need:
Monster Spawning->MonsterName
Misc->MaxMonstersAtOnce it defines how many monsters will be alive at the same time
Monster Spawning-> bInfiniteLives
note: infinite monsters give adr offline, not sure about online....
[align=center]______________________________[/align]
Other settings of the DWBasicMonsterSpawner
place a visual-FX if monsters spawn in front of your face to look nice (bollocks):
Monster Spawning-> bEmitTeleportationEmitter: True, and choose what emitter you prefer Monster Spawning->EmitSpawningemitter
___________________________________________________________________________________________________
___________________________________________________________________________________________________
Feel free to correct me wherever I have made an error....
do NOT flood the topic with unnecessary comments...
this is a personal effort to make things simpler.....
other links
Mapping Tutorials
viewtopic.php?f=19&t=3161&p=31409&hilit=skybox#p31409
Monster Spawner Tutorial {Unfinished}
viewtopic.php?f=78&t=4148&p=40231&hilit ... ner#p40231
monster's list (name and package)
viewtopic.php?f=78&t=4031
http://www.angelmapper.com/gamedev/tuto ... ssault.htm
viewtopic.php?f=19&t=2017&hilit=tutorial
a. install UT2004, apply cd-key
b. install UT2004MegaPack
http://unrealtournament2004.filefront.c ... Pack;52476
c. install UT2004 v3369 Patch
http://unrealtournament2004.filefront.c ... atch;51481
Optional - if you want Install the bonus maps.
http://unrealtournament2004.filefront.c ... exia;27433
http://unrealtournament2004.filefront.c ... nzip;27386
http://www.gamefront.com/files/13777126 ... apPack_zip
Optional - Install the 64-bit v3369 patch.
http://unrealtournament2004.filefront.c ... n_64;51743
[offtopic]MonsterEvo prerequisites[/offtopic]
bear in mind that, once you proceed with the following steps, you can't play on-line, because files will not match the server files, so you can either create a second UT2004 installation or consult step3->2
a. extract->install sample package [tools to run MonsterEVO mod off-line]
https://dl.dropboxusercontent.com/u/268 ... ackage.zip
b. extract->install latest version of DWassaultmappertools
http://www74.zippyshare.com/v/95238375/file.html
c. extract ->install all monsters to run offline
http://www47.zippyshare.com/v/37987646/file.html
d. edit *.ini files as stated here in Silly_Warlock's post here
viewtopic.php?f=78&t=4239&hilit=sample
or alternatively:
extract and install this (it includes all the above files, edited, so that you save time)
http://www34.zippyshare.com/v/64356000/file.html
[offtopic]this is also the necessary files needed to play MonsterEVO mod off-line[/offtopic]
[offtopic]ps: necro class is not included....if you want necro class....follow instrauctions here in Silly_Warlock's post
viewtopic.php?f=78&t=4239&hilit=sample[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step1: Gametype
___________________________________________________________________________________________________
first we need to set up the gametype to Assault
go to the top bar
View->Level Properties (F6)->LevelInfo->DefaultGameType
and type in: DWMonsterAssault.ASGameInfo
DWMonsterAssault.ASGameInfo is the MonsterEvo gametype
[offtopic]instead you can use
UT2k4Assault.ASGameInfo (this is the default Assault gametype)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step2: Loading DWAssaultMapperTools actor
___________________________________________________________________________________________________
then we need to load the actor that we will be using for mapping
go to the top bar
press the Actor class browser button (icon: like a pawn)
in the new window press open package
go to your UT installation directory/System
locate and choose DWAssaultMapperTools.u
this actor includes all the default UT2004 actors + extra actors for DW mapping
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step3: Map creation/Layout/Terrain etc
___________________________________________________________________________________________________
there are two things you can do here....
1. you can convert an existing assault map to monster evo
If that's the case, then you need to load the map you want to convert in your unreal editor
a. define gametype to DWMonsterAssault.ASGameInfo (step1)
b. load DWAssaultMapperTools actor (step2)
c. make any changes to map layout you want to
d. start placing monsters (step4)
2. you can create your own map from start
i will provide with links to mapping here
you will need to learn mapping for UT2004
[offtopic]in this scenario, you can build your entire map before you need to set gametype/actor/monsters (its advised to)[/offtopic]
___________________________________________________________________________________________________
___________________________________________________________________________________________________
step4: Monster placement/spawing/properties etc
___________________________________________________________________________________________________
In order to spawn a monster (or more) you will need 3 things
1. something (an action) that will activate the MonsterSpawner (trigger/objective/actor)
2. a MonsterSpawner (there are three types to choose from)
3. a spawnpoint (or more)
In detail:
1. in order the MonsterSpawner to be activated, you need an Event to occur first,and it works like this:
an action occurs ( e.g. a trigger is activated), this completes the Event of this trigger
and each actor that is tag-ged to that Event-name is activated
placing a (proximity) trigger in the map, setting an event to occur when a player gets into the trigger's range
actor class browser->Triggers->Trigger
Trigger properties:
Events -> Event: lala001
2. a MonsterSpawner is the system that controls the monsters that will spawn, what monster type, how many, and all other attributes of monsters....
ps: you can place the MonsterSpawner anywhere is the map, even outside the map
actor browser->keypoint->ThingFactory->creaturefactory->DWMonsterSpawner->DWBasicMonsterSpawner
DWMonsterSpawner properties:
Events -> Tag: lala001
MonsterSpawning
lives: 1
monstername: AlienQueen
monsterpackage: Package_Xenomorphs
monster's list: viewtopic.php?f=78&t=4031
so, I set above, when the action lala001 is completed, to activate the MonsterSpawner , which will spawn 1 Alien Queen...
3. a spawnpoint (or more) is the location that the MonsterSpawner will spawn the monsters you set to spawn....
ps1: you can set up to 16 spawnpoint for 1 MonsterSpawner
ps2: make carefull placing of the spawnpoint ...you want the monsters to spawn inside the map, in reasonable locations
ps3: if you have set 1 monster to spawn only in your MonsterSpawner and you have more than 1 spawnpoint for this, then the 1 monster will spawn in one random spawnpoint
in order to link a MonsterSpawner with a spawnpoint you need to:
a. DWMonsterSpawner properties:
Events -> SpawnPointTag : hahaha
b. place at least 1 spawnpoint
actor browser->NavigationPoint->SpawnPoint
SpawnPoint properties:
Events -> Tag: hahaha
to sum up
the Event of trigger must match the Tag of DWMonsterSpawner lala001
and
the SpawnPointTag of DWMonsterSpawner must match the Tag of SpawnPoint hahaha
ps: these two names must be different
_____________________________________________________________________________________________________________
[align=center]types of Monster Spawners[/align]
_____________________________________________________________________________________________________________
[align=center]DWBasicMonsterSpawner[/align]
its the most basic type, and it can accustom most situations/cases you may consider using. nothing complex here.
how it works:
when its triggered, it spawns the monster type you set into Monster Spawning->MonsterName
the number of monsters it will spawn in total equals Monster Spawning->Lives
if you want to spawn NOT all monsters at once, but spawn a few and keep spawing the rest as soon as one dies
use that value at Misc->MaxMonstersAtOnce
if you want to spawn ALL monsters at once,
use a value at Misc->MaxMonstersAtOnce higher than the value in Monster Spawning->Lives
[offtopic]can be also activated by collision Misc->bCollisionTriggered[/offtopic]
ps1: make sure to use more than 1 spawnpoint for the MonsterSpawner if you want to spawn more than 2-3 monsters,
otherwise it will spawn 1 monster/second from that spawnpoint
ps2: dont forget to set properly the names for Events->SpawnPointTag and Events->Tag as we described above
ps3: Misc->bCollisionTriggered set to False, otherwise it will spawn monsters everytime something is close to that spawner....thats why triggers are for...unless you want to create some sort of ambush/trap to e.g. a healthkit....
ps4: Display->DrawScale, set this value high enough especially if you are converting a map and you want to distinguish your actor icons from these of the default map.....and not spending hours to locate them....
Contents of spawing volumes:
fixed
random
proportional random
proportional fixed
additive proportional
chance to spawn
infinite
If you want to spawn a fixed number of monsters you will just need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
[align=center]______________________________[/align]
If you want to spawn a random number of monsters you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
RandomExtraLivesMax
e.g. lives=3, random=10
this will create total= from 3 up to 13 (=3+10) monsters
[align=center]______________________________[/align]
If you want to spawn a proportional number of monsters to the numbers of players in-game you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
Misc->MaxMonstersAtOnce
and
Monster Spawning->RandomExtraLivesMax
and
Monster Spawning-> RecalcExtraLives -> bWeighted:True: it will randomly create extra monsters in regards to players in-game, by considering the RandomExtraLivesMax value
[align=center]or alternatively you can use [/align]
Monster Spawning-> bUseAutoRecalcExtraLives: True
Monster Spawning-> RecalcExtraLives -> bWeighted:False: it will create extra monsters in regards to players in-game using a formula
Monster Spawning-> RecalcExtraLives->MaxMultiFactorPerPlayer (e.g. 5 -> then it will spawn 5 monsters/player)
[align=center]or alternatively you can apply the following trick using the Monster Spawning->ReqPlayerstoTrigger [/align]
this might be the best method to control the overall monsters that will spawn at each possible scenario
place 2 or more DWBasicMonsterSpawners and set specific min and max values in Monster Spawning->ReqPlayerstoTrigger, that only when met, the respective spawner will activate....
e.g. method 1 -----> spawner2: 3-12players and spawner3: 6-12players and spawner4: 9-12players
e.g. method 2 -----> spawner2: 4-5 players and spawner3: 6-8players and spawner4: 9-12players
[align=center]______________________________[/align]
If you want a monster to have a probability/chance of spawning you will need:
Monster Spawning->MonsterName
Monster Spawning->Lives
and
Monster Spawning-> ChanceToSpawn with value from 0,01 to 1
if 0 then it will never spawn (why would you even consider that idiot???)
if 0,2 it has 20% chance to spawn the specific group
if 0,5 it has 50% chance to spawn the specific group
if 1 it will always spawn the specific group
[align=center]______________________________[/align]
If you want to spawn infinite monsters you will just need:
Monster Spawning->MonsterName
Misc->MaxMonstersAtOnce it defines how many monsters will be alive at the same time
Monster Spawning-> bInfiniteLives
note: infinite monsters give adr offline, not sure about online....
[align=center]______________________________[/align]
Other settings of the DWBasicMonsterSpawner
place a visual-FX if monsters spawn in front of your face to look nice (bollocks):
Monster Spawning-> bEmitTeleportationEmitter: True, and choose what emitter you prefer Monster Spawning->EmitSpawningemitter
___________________________________________________________________________________________________
___________________________________________________________________________________________________
Feel free to correct me wherever I have made an error....
do NOT flood the topic with unnecessary comments...
this is a personal effort to make things simpler.....
other links
Mapping Tutorials
viewtopic.php?f=19&t=3161&p=31409&hilit=skybox#p31409
Monster Spawner Tutorial {Unfinished}
viewtopic.php?f=78&t=4148&p=40231&hilit ... ner#p40231
monster's list (name and package)
viewtopic.php?f=78&t=4031
http://www.angelmapper.com/gamedev/tuto ... ssault.htm
viewtopic.php?f=19&t=2017&hilit=tutorial