invasion technical question (hey snaggle)

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monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

is there a 'state' of some kinda that is or could be sent by invasion to map entities? If a trigger (or other entity) could be awakened at round start, i could do a WHOLE BUNCH of shit to make invasion a shit-ton more fun.

matter of fact...
a trigger wouldn't have to be listening for the start of a certain wave to do it's thing, the gametype could simply "if exists" toggle the trigger named "Wave10" at the beginning of wave 10. Once a trigger is hit, the mapper can do pretty much whatever he wants after that using timers, scripted sequences, and even enabling other triggers that lie in wait for their event.
Last edited by monsTo on Thu Feb 15, 2007 11:21 pm, edited 1 time in total.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Excellent idea Monsto.

I'm pretty confident that this is possible. The Invasion gametype necessarily keeps track of the wave number, if a wave is currently occurring, etc. http://unreal.student.utwente.nl/uncode ... on.html.gz

The real trick here is getting at that information.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

yep there it is . . . SetupWave() which appears to initialize everything. that'd be the place to put the call to trigger Wave10. Sounds like a very simple mutator. Anyone up for it? (= I'm a lover, not a fighter.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

I'll consider looking into it, but no time frame really. Already have too much stuff to do and I don't see this as a really critical thing, just a nice extra.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

WailofSuicide wrote:I'll consider looking into it
you'll think about thinkin about it? Ok (=
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

Hey snaggle . . . now that you're dunzor with that I.D. mutator, whaddya say to tackling this?
DW_Snaggle
DW Clan Member
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Joined: Fri Mar 24, 2006 12:00 am

monsTo wrote:Hey snaggle . . . now that you're dunzor with that I.D. mutator, whaddya say to tackling this?
I'm ass-deep in alligators right now. :banghead:

But, the big question is:
How does the map link into the scripting side of the house? Or vice versa?

I'm no mapper. In fact, UEd fails to load on my machine. So I have no idea how the map and any supplied scripting would interact. I'm guessing some sort of scripting trigger, but that's as far as my knowledge of mapping (as gleaned from 'The Bible') goes. I guess it could also be some sort of NPC that activates at the appropriate time. :dontknow: Virgin territory for me.

That said, I have a dead-line I'm working towards so it may be a week or so before I can delve too far into tthis. Thought expeirments in the forums will be good prep for any actual attack when it happens. :study:

Snaggle.
DW_Wraith
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Joined: Sun Jan 08, 2006 12:00 am

Do you have the "ut bible" or the dvd version of ut2004?

I know they talk about scripting in the videos and theres a chapter devoted to it in the "bible", though I haven't had an interest or tried it in any way.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

DW_Wraith wrote:Do you have the "ut bible" or the dvd version of ut2004?
Yes on both counts.
I know they talk about scripting in the videos and theres a chapter devoted to it in the "bible", though I haven't had an interest or tried it in any way.
Hmmm. I'll check my DVD (spare time allowing). Do the tutorials require UEd to work to just view them? If so, then I'm sunk.

Snaggle.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

actually, the scripting will link to the map side of things via Event trigger.

in scripting at the beginning of a wave the game/mutator/mod would fire a specific event. for example, it might be called "INV_fire_wave_X" where X is the wave in question. On the map side, there would be actors with that tag in their Event field. The actors would then be triggered when their Event is fired.

extended example:
1) Wave 3 starts.
2) At the beginning of the countdown, the Event "INV_fire_wave_3" is called
3) In the map, there's 2 doors "INV_fire_wave_3" as their Tag. they toggle: one closes, one opens.

the end.

if you decide to tackle it, let me know and i'll make up a test map for you.



The coolest part about this is that it can be simply used as a door toggler, but with creative cascading switching, all kinds of shit can be made to happen. "The End" could close off a door every wave so that on 16 you'd be left with only the main room and a small space outside of it. Entire assault maps could be converted so that humans play the defenders.
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