View Full Version : Wangara SP early shots
Lord_Simeon
04-24-2006, 02:55 AM
Early layout shot with the player model for the game.
Got the Australia section of the SP worked out, it's going quite well at the moment :)
SuperApe, how do i force the player to be that model 24/7?
Is it like Assault with a playerspawn manager > spawn as X?
SuperApe
04-24-2006, 07:49 AM
"Wow, my player is hot." ;)
I wouldn't use any Assault actors with OSM (or anywhere but Assault, frankly). The playerspawn manager in particular is not for OSM use. This looks like a job for an embedded mutator. It shouldn't be anything trickier than that. Give me a minute.
BTW, I really enjoy seeing an in-progress OSM map posted. This is officially the first non-testmap. WOOT! :D
Lord_Simeon
04-24-2006, 07:58 AM
It shouldn't be anything trickier than that. Give me a minute.
LOL, and i doubt it would take you any longer either.:)
Did a bit more tonight, mainly with modelling.
Trying to get a decent looking fleet of ships in the map for which the monsters will come out from a landing stairway type of thing.
So far, so good :)
As for the AS stuff, i'm trying to steer clear of too much complicated things until i'm happy with the LD, then i can whip in the rest of the things :)
SuperApe
04-24-2006, 10:01 AM
Okay, I'm strongly thinking this should be a standard option to OSM. Along with setting up an optional intro scene, optional death scene, the ability for the mapper to set the player mesh in a SP adventure sounds like something mappers would want to do on a fairly regular basis. I'll put this discussion on the Discussion & Ideas thread.
But, for the moment let's do it this way. Four steps:
1) Copy one of the ".../System/xPlayer_blah.upl" files and make a new .upl file (player list file). I think it can be any name, but I tested with "xPlayers_test.upl". Put in your character stats string. See the other .upl files for reference and/or check the wiki for all the options on that Character profile string. For right now, keep the [Public] block at the top, we'll see if we can change that to make this character only available in your map later. Note: If a mapper just wants to specify a stock Character, this step is unnecessary.
2) In Actor Browser in your map, subclass Mutator and make a myLevel mutator called, "MutForceDefaultCharacter". Replace the default code with this block and compile://=============================================================================
// MutForceDefaultCharacter.
// Force the default Character in this map.
// by SuperApe -- Apr 2006
//=============================================================================
class MutForceDefaultCharacter extends Mutator;
var() string DefName;
var() string DefChar;
function ModifyLogin(out string Portal, out string Options)
{
local string Option1, Option2, junk;
if ( NextMutator != None )
NextMutator.ModifyLogin(Portal, Options);
if ( DefName != "" )
{
// Force name
Divide( Options, "Name=", Option1, Option2 );
Divide( Option2, "?", junk, Option2 );
Options = Option1$"Name="$DefName$"?"$Option2;
}
if ( DefChar != "" )
{
// Force character model
Divide( Options, "Character=", Option1, Option2 );
Divide( Option2, "?", junk, Option2 );
Options = Option1$"Character="$DefChar$"?"$Option2;
}
}
3) Right click on MutForceDefaultCharacter in the Actor Browser and put your character's Name and Character profile in the default properties.
4) Add a LevelGameRules actor and specify the MutForceDefaultCharacter.
(save map)
We can do similar stuff to force default weapons if you need that too. (EDIT: See this (http://www.unrealplayground.com/forums/showthread.php?t=40287) thread.)
Lord_Simeon
04-24-2006, 06:16 PM
Awesome :)
I'll do this today and let you know how it went :)
SuperApe
04-25-2006, 11:18 AM
The environment looks awesome. Let me know if that character replacement and default weapon stuff is working. I kinda want to see a shot of the spaceships. :)
Lord_Simeon
04-25-2006, 06:05 PM
O, here's one of the landing party ships and their defenses :evil:
There's a few of these through the Aussie outback section.
You can see the new Burst rifle in the shot, i'm still not happy with it...needs to be bigger and beefier.
The player replacement works brilliantly, the wep replacement works but not with custom weps.
That's OK though, as i can have her start with just one wep and build from there.:)
SuperApe
04-25-2006, 06:59 PM
That's looking really cool. I'm excited already! :D
...the wep replacement works but not with custom weps.Hmm. I'm wondering where your custom Weapon Inventory is, in terms of "PackageName.ObjectName". Is it in "myLevel" or do you have an external package? That may affect how that code works.
Lord_Simeon
04-25-2006, 07:05 PM
Yeah, it's a "MyLevel" doo daa.
I was thinking that might be the cause too.
Because this is going to be a multi level project, when i'm happy with how things are 9tex's, SM's, code) i'll be putting stuff into externals so each map isn't so bloated with multiple MyLevel duplicates from map to map.
SuperApe
04-25-2006, 07:11 PM
Yeah, it's a "MyLevel" doo daa.Well, I have to confess that I didn't exactly test that weapon replacement function, I just found it in Mutator and threw it in. We should do a quick test to make sure that it's doing what it's supposed to. If not, I'll just go ahead and put it in with all the other stuff finding it's way into the OSMObjectiveManager and I'll force it that way.
Lord_Simeon
04-25-2006, 08:20 PM
It works with the other default weps.
I tested it with replacing the shield for a sniper rifle and that worked.
I had an idea that i want to modify a sniper rifle to be a kind of binocular.
No fire mode, but a normal zoom with a custom HUD layer representing the binocs.
The defaults work, but nothing yet for the customs. I think it must be a package thing.
Lord_Simeon
04-29-2006, 04:28 PM
Few more shots, i got home from work and spent three hours remaking the ship mesh from scratch, i wanted a complex mesh with collision and in one part to make cutscenes / movers using it easier.
Also, i wanted a multi texture (6) version that can be entered to store pickups etc.
Firs shot, back pf dhip, Mathek bio replacement aka the maggot :evil:
Lord_Simeon
04-29-2006, 04:33 PM
Next shot, isnide the ship. Has small sotage area at back and cockpit cabin. It's small, but bit enough for a few ceates and some mosnters :evil:
Another new eapon - Krall Staff. Shoots shock balls and beams.
Lord_Simeon
04-29-2006, 04:34 PM
Last new shot, front of ship. As you can see, i wanted a "bug" type look to it.
What's this....another new wep.....:evil:
Burst rifle - minigun fire.
Boreas
04-30-2006, 11:58 AM
Looking really good, man.... I guess this would be a great addition to OSM :D
Blitz
05-01-2006, 12:22 PM
Brilliant screen shots! I can't wait to try it out.
SuperApe
05-01-2006, 12:29 PM
LOL, da grub gun. I think it works well here. :)
These shots look awesome. The ship is great! The weapons are cool! :rockon:
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