View Full Version : working on an assualt map
04-29-2002, 04:03 PM
got the map pretty well completed
except i cant find any tutorials on setting up to play assualt
sure....any one out there cant point one out to me...argggg
its an evil assualt map
where one team has to stop the other team from lowering the 5 nalis hangin on chains from being lowered into acid
each nali is in its own seperate tower
and the rescue team parachutes in from the flyers
the jump on from their base
(the nalis hangin from the chains look cool as they struggle as they get lowered into the acid)
if someone wants a peek
u know the email.....i will throw the beta at ya
oh yeah need some music...phanataz...hmmm
:scratch: :hammer: :scratch: nope doesnt help
and as ussuall i cant upload it to stealth...argggggg
04-29-2002, 04:06 PM
gimme gimme beta..check your PMs..
04-29-2002, 04:55 PM
it doesnt play as assualt yet
so change to DEATHMATCH to walk around it
they just want me to work
to find out how to make an assualt map
but u will get the feel for it
there are main group starting points
one on the island and one up in the air
where u have to take the transport then jump down
04-29-2002, 05:18 PM
Assault is going to be dropped from UT2003, so you may decide that it isn't worth the effort. Assault maps are somewhat harder than DM and CTF.
04-29-2002, 05:30 PM
You need to put in "flagforts" under pawns, for your objectives.
You have to set them up pretty funkily.
Each flagfort is your objective, with the final being set to "finalfort-True"
Don't know much else, i tried making one once, and screamed often.
Very loudly too.
04-29-2002, 05:38 PM
thanks spargo.....yelling at my computer doesnt help
so i will hit it with a hammer
and loping....i just thought i would try out assualt just
once to see how fustrating it is
04-29-2002, 05:47 PM
aa, it's not too bad i suppose.
I got it to work basically.
You need these flagforts as your objective points.
Now there visible by default, so change that.
Each one has to tagged, and the nearest pathnode tagged the same.
Defense priorities need to be set.
If you have 4 points, then the first is 3, then 2 so on till 0.
There is a defence time to set eg.5 mins or so.
The last one must be set to finalfort, but i have no idea on the ebding sequence.
I can't remember where i got my Tutorial from, as it's not in my book anymore (i think maybe i ate it in a fit of rage)
Hop this helps a bit....
04-29-2002, 06:17 PM
Forget not the objective screen thingie. You'll need to load screenshots and text for the list of objectives. Maybe this class is under "info"?
I did one assault map and got everything to work.
04-29-2002, 06:32 PM
ok got it working as assualt
now to make sure all the thingys move correctly
and freakish i will email u the new update in an hour
so u can beta the the little bugger into the map pool
04-29-2002, 06:46 PM
Don't forget to make it compatible with Bombing Run.....:D
04-29-2002, 08:15 PM
I'm never going to forgive you guys for porting UT maps to UT2003. Ever.
04-29-2002, 09:36 PM
Would you like a tissue...lol
04-29-2002, 09:38 PM
LOL.....i will work on new ones...promise...really....yup
scratchin my head to get the assault to play the way
i want it to....slight delay....:spank:
04-29-2002, 11:36 PM
I've never even attempted an Assault map, GL to you.
04-30-2002, 04:09 AM
Dude, you need to increase your defense times, the game was over in 1 minute.
Couldn't really look around too much, due to the time limit being up in a minute, but looks good.
What are the objectives?
How about some screens in the "objective F3 screen"
I believe you need to put in a "assault info" actor in the level, and this is where you add the screens for each objectives.
BTW, you have inspired me to finish my one and only AS map i ever tried, AS-LS_800m_Sprint, an olypic based Assault map.
04-30-2002, 08:44 AM
sent freakish the second beta
it will play as an primative assualt
u can see i attached the objective flags to the nalis
one of them is invisable...
man they dont make it easy....
err ehmm dont destroy the objective flag in the bunker
that is the last objective and end the game
got movers in place but not attached to anything
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