UnrealEd 2.0 Issues

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Blood Asp
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Re: UnrealEd 2.0 Issues

Post by Blood Asp » Sat Dec 19, 2009 3:24 am

go to empty server, load the dead city map, use cache converter to get the files in your UT, open it in ued, take the thing u want, not too hard >_>
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gopostal
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Re: UnrealEd 2.0 Issues

Post by gopostal » Sat Dec 19, 2009 7:31 am

Dude I'll help anyone with just about anything, but ask others about my tolerance level when it comes to someone not listening. Let me be a bit more blunt...

There is a reason you can't do something as simple and basic as moving an actor. Can you guess what that might be?.... Sure you can. It's because you are trying to do too much too soon. Other mappers and I could answer this in two lines but the reason no one is doing that is straightforward: Because you don't understand the principles behind what you are doing your map will not work and it will be thrust on us to fix it.

Now I'm not harping on you but becoming indignant because no one will answer your so-simple question should tell you that-
(A) You should know the answer.
(B) If it's so simple why can't you do it?
(C) All mappers have to learn this.

So why don't you skip on down to (C) and that will take care of the other two. I'll even help with a linky:
http://www.rkart.us/work/unreal/Ued2.0Toots/ut_ued.html

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Mon Dec 21, 2009 9:32 pm

I'm really getting irritated here...
I know your trying to help, but I am not good with any of this stuff...
Could someone please give me a step by step explanation on how to get it...?
Anyways, I wanna know how to get rid of players so I'm the only one in it. Without using "killpawns" that kills monsters too.
I will either save you or kill you, convince me otherwise.
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gopostal
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Re: UnrealEd 2.0 Issues

Post by gopostal » Mon Dec 21, 2009 10:04 pm

OK, I'm done. You didn't even bother to open the tutorial pages I linked or you'd be able to do the things you want.

Sorry *you* are getting irritated. Good luck.

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Mon Dec 21, 2009 11:26 pm

Actually I've looked at every single "BB Drac" thing, that's how I got where I am right now, but I guess I can attempt it on my own then, I'll leave it alone...
Anyways, how do you remove the computer players?
PS: I'm setting that map aside and I'll make a more less complex first map :wink:
I will either save you or kill you, convince me otherwise.
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Scify
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Re: UnrealEd 2.0 Issues

Post by Scify » Mon Dec 21, 2009 11:44 pm

" If I had a brain, I'd be dangerous!"

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Blood Asp
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Re: UnrealEd 2.0 Issues

Post by Blood Asp » Tue Dec 22, 2009 2:53 am

kill players:

By this i guess you mean kill the Bots when they spawn in game, You can either just not spawn any at all via the MH Properties when u chose map and mutators etc, or you can start the game and type: Killall Bot
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gopostal
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Re: UnrealEd 2.0 Issues

Post by gopostal » Tue Dec 22, 2009 9:33 am

There are three main classes used here EA. "killall bot" obviously removes the bots, "killall scriptedpawn" removes every single monster at once. "killall playerpawn" kills all real players (non-bots) and is only really used in server settings by admins. You can further restrict this by choosing the classes like "killall titan". On server though you have to denote package and class so it would be "killall unreali.titan". Basically it's a summon in reverse.

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Tue Dec 22, 2009 11:59 am

Okay, I'll give the MH-Properties a shot, they sometimes spawn me and they just get in the way.
I will either save you or kill you, convince me otherwise.
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Blood Asp
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Re: UnrealEd 2.0 Issues

Post by Blood Asp » Tue Dec 22, 2009 6:56 pm

gopostal wrote:There are three main classes used here EA. "killall bot" obviously removes the bots, "killall scriptedpawn" removes every single monster at once. "killall playerpawn" kills all real players (non-bots) and is only really used in server settings by admins. You can further restrict this by choosing the classes like "killall titan". On server though you have to denote package and class so it would be "killall unreali.titan". Basically it's a summon in reverse.
Indeed Postie, however generally using killall playerpawn usually causes bugs as it basically removes your own character from the game, that usually will either crash or freeze the game, and if not then u cant do anything.

Killall Scriptedpawn yep all monsters get pwned, and killall bot kills all the in game bots, so yeah.

I Wouldnt recommend using killall playerpawn but killall of anything else should be fine
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gopostal
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Re: UnrealEd 2.0 Issues

Post by gopostal » Tue Dec 22, 2009 8:15 pm

All killall playerpawn will do is reset everyone together to the spawnpoint. It won't crash the server or anything, it just simply makes everyone die at once. I've used it to pull back mapracers from time to time.

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Hermskii
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Re: UnrealEd 2.0 Issues

Post by Hermskii » Tue Dec 22, 2009 11:29 pm

So shouldn't it be renamed to ClothesLine AllRacingPlayerPawns? Hehehehe. Maybe GOPO's LeashPullPawn. LOL
~Peace~

Hermskii

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Tue Dec 22, 2009 11:30 pm

Well the Bots are still there every time I load my map, so I'll skip that...
Right now, I'm in need of making a spinning wheel that constantly spins without having to be triggered, and only goes one way. Any ideas?
I will either save you or kill you, convince me otherwise.
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gopostal
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Re: UnrealEd 2.0 Issues

Post by gopostal » Tue Dec 22, 2009 11:47 pm

Either a) Use a mover or b) set it's rotation properties.

Movers are better, but more work. Often if you set rotation props in ed, it will play fine offline but be stuttered in net play.

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Tue Dec 22, 2009 11:49 pm

Well I already have it as a mover and have the keys set and make it run through all the keys, but I want it to go only one direction and keep moving without having to be triggered. What Mover properties do I change for that?
I will either save you or kill you, convince me otherwise.
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