How do I: Respawning pawns, orders, and more.

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How do I: Respawning pawns, orders, and more.

Postby Zondartul » Mon Mar 23, 09 3:02 pm

I want to make it so a group of pawns respawns at certain spot, gets all their inventory, alliances, and then begins a patrol or does some other order.

Also I'd like to make it so a pawn picks up a weapon and equips it when it comes near it.

And would you explain to me once more, why do normal pawns and some other stuff not work in multiplayer, unless they are custom made bots?
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Postby Dae » Mon Mar 23, 09 5:02 pm

Do you want that in sp or mp?

Nio wrote:why do normal pawns and some other stuff not work in multiplayer, unless they are custom made bots?

due to missing replications, afaik
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Postby Zondartul » Mon Mar 23, 09 5:03 pm

Singleplayer.
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Postby Dae » Mon Mar 23, 09 5:40 pm

Play with the PawnGenerator class (under Effects).

As for
Nio wrote:Also I'd like to make it so a pawn picks up a weapon and equips it when it comes near it.

dunno, haven't dealt with SP editing at all :(
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Postby ~DJ~ » Tue Mar 24, 09 11:40 am

From my opinion, that IS possible, the NPC picking up weapons if there is some dropped or if it comes near..


Sorry mate, can't help you much :S
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Postby Zondartul » Wed Mar 25, 09 12:10 pm

Ok. Another one: How do I code a weapon to have a gui menu? it would have a dinamically updated list of options, clicking any option would call a function within the weapon.
As an extrimity I guess I could do with creating buttons near player... But a menu is absolutely better. What do I have to edit and do i need any special tools?

Third: how do I code for a weapon to run a console comand or say something?
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Postby Kaiden » Wed Mar 25, 09 2:13 pm

You mean like the Crysis weapon menu?

Image

Sounds difficult =/
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Postby Zondartul » Wed Mar 25, 09 5:11 pm

Not necesarrily that much... lol.

Here is what I meant:


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Postby Zondartul » Wed Mar 25, 09 8:16 pm

Where is logic in not letting me edit my post if it's older than 3 hours...

Anyway so now I decided to make a really confusing multiplayer map so I took UNATCO apart (how unoriginal lol) and put it back together in the most insane way ever. Now, the unrealEd would freeze every time I tried to view it all at once through the dinamic lighting free camera.
Did I do something really bad there?
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Postby Dae » Wed Mar 25, 09 8:31 pm

Possibly. I'd recommend using UEd2.
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Postby MainMan » Wed Mar 25, 09 8:46 pm

The weapons window thing is possible, I have done it. (Calling a window from an item) - The "datacubes" in MMCity called windows. Just bind it to one of the weapon functions (for simplicity's sake), and look at how the security computer loads a window. You can get it to work in MP also as I did, but be careful with replication, because windows are only client-side, whereas your weapon configuration is mostly server-side.
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Postby Zondartul » Wed Mar 25, 09 8:49 pm

Thanks, I'll try that.
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Postby MainMan » Thu Mar 26, 09 12:06 am

No worries, if you need more help, just tell me. I'll get my old source out of the archives.
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Postby Zondartul » Sat Apr 11, 09 3:59 pm

What code could I put into a projectile, so that it could call a function inside a weapon that the owner is holding? Is it something like this?
Code: Select all
player = DeusExPlayer(Owner)
weapon = player.inHand
if (weapon.IsA(<the weapon where my function resides>)
      weapon.<function>


Edit: This just hit me:
I have a Projectile stored inside an Actor variable. I need to write it into projectileclass that is of type class<projectile>. How?
Last edited by Zondartul on Sat Apr 11, 09 6:46 pm, edited 5 times in total.
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Postby Zondartul » Tue Apr 21, 09 10:35 am

Doesn't matter, I figured out.

Do you guys think a Capture The Flag map would be a good idea? Does the gamemode itself have anything that makes it incompatible to the DXMP? Like player count?
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Postby Dae » Tue Apr 21, 09 10:59 am

If you mean Palmtree CTF mod, it was incompatible with DXMTL152b1, thus allowed easy cheating. [A]Nobody has made it compatible once, but then he lost the original code somehow :(

If you mean CTF in general, I'm pretty sure it'd work fine. CTF map is definitely a good idea as long as there's a well-thought code backing and it is compatible with DXMTL.
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Postby Jon » Tue Apr 21, 09 2:01 pm

Nio wrote:Now, the unrealEd would freeze every time I tried to view it all at once through the dinamic lighting free camera.
Did I do something really bad there?


Common problem when doing a complicated map of a large scale, with lighting in it - only use dynamic lighting when not moving the camera. When moving it, you can use texture mode without any problems.
Last edited by Jon on Tue Apr 21, 09 2:02 pm, edited 1 time in total.
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Postby Zondartul » Tue Apr 21, 09 6:00 pm

Thanks, that helps with freezing. Recompiling the map, saving it, and reopening fixes freeze thing too, so I guess it's safer not to leave alot of geometry changed but not recompiled. Dynamic view does not change the looks untill a map is recompiled, and big changes are dangerous. I can just speculate about how what we see in unreal engine is connected to what there is, similar thing happens with movers too, or playing a map before changes are recompiled... but to the point:

There is still something wrong with GameInfo object that won't let me run the map (It compiles fine apparently).

Soon I'll be making a CTF map and code, just one problem - to test it in MP I'll need someone to join, right? And I don't even know if my server is actually visible from internet game list - on my last pc, it wasn't. Anyone who doesn't mind hosting a test server? :)
Last edited by Zondartul on Tue Apr 21, 09 6:01 pm, edited 1 time in total.
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