UnrealEd 2.0 Issues

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Prowner
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Re: UnrealEd 2.0 Issues

Post by Prowner » Wed Dec 16, 2009 12:27 am

Well, then I guess I can just make the zombies roam around in the planet forever... I guess I can make it a bigger area for you to run around in, and maybe I can make traps you can trigger to lock zombies out, some doors to shut in their faces, maybe a some buildings (as in that there once were humans until one of them got a virus). I guess I can add-lib...
As for now, what I want right now is how do I make the music change as soon as you step through my portal? I made it a portal zone if that information is need to tell me.
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Re: UnrealEd 2.0 Issues

Post by gopostal » Wed Dec 16, 2009 12:44 am

Use a trigger to change the music. There are several maps with "jukeboxes" that will show you how to do this, as well as monster-triggered zone sound changes. Remember though, you have to use the same music throughout the map, if you change it in one area, it will change in all. I seem to remember a hacked actor to fix this but it never became popular so it may not be good.

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Re: UnrealEd 2.0 Issues

Post by Prowner » Wed Dec 16, 2009 8:01 pm

So, I'm getting a little frustrated about not being able to get the music changing... Also I want to know how to make 2 skyzones. I have one for the prison Skaarj ship, and I need another one for the Dead City planet. I made both skyzones, put skyzones in each one, but it only made on of them appear (obviously). Any help with that? Do I need to make the skyzones have events to a trigger or something?
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Re: UnrealEd 2.0 Issues

Post by gopostal » Wed Dec 16, 2009 8:35 pm

You can't have multiple skyzones. Again, I think someone hacked this but I've never seen it used in a map so I don't know if its valid or not.

Think of it this way, there are "zone" variables and there are "global" variables. Mods are global. Skyzones and music are global. Lighting is zone, and so is physics. Learning which is which will make mapping a lot faster as you won't spend time trying to put the square peg in the round hole (something I have done many times).

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Re: UnrealEd 2.0 Issues

Post by Hook » Thu Dec 17, 2009 9:01 am

Are you talking about skyzones or skyboxes?
I did once read about making multiple skyboxes that create certain effects.
I cannot remember who wrote it and what it was all about, but I do know that multiple skyboxes is possible and has been done. :wink:
And I am thinking that it may be done in a stock map or two.
And - I believe that the guy who wrote the article was with the original game development crew. (Innoxx? of Face Fame - not sure) :roll:
I was several years back and I bet this article is long gone - or not? :|
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Re: UnrealEd 2.0 Issues

Post by gopostal » Thu Dec 17, 2009 9:31 am

BTW I totally whiffed on the zombie question. I had forgotten those non-monster-killing zombies are in the deadcity-remix map. Just open it up and look for NOFFZombies in the creature factory. Use those and they wont blast through your other scripted pawns.

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Re: UnrealEd 2.0 Issues

Post by Prowner » Thu Dec 17, 2009 10:17 am

I'm sorry to say, but I have no idea how to open other maps like that... I can do the maps already made, but if I knew you can open Monsterhunt maps I would have used the zombies from the original dead city 2. Do you think that I can just copy their entire Skyzone (box [whatever it is]) and put it on mine? I don't think you can copy and paste brushes can you?
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Re: UnrealEd 2.0 Issues

Post by Prowner » Fri Dec 18, 2009 10:28 am

Is it possible to open other maps already on the server or other servers so I may get the zombie factory and import it?
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Re: UnrealEd 2.0 Issues

Post by Blood Asp » Fri Dec 18, 2009 3:56 pm

You request a cache converter? it makes files that you downloaded their origional files to use on your own system, this what u want?
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Re: UnrealEd 2.0 Issues

Post by Prowner » Fri Dec 18, 2009 7:03 pm

I'm more on the line of me getting all the maps on the server onto my file so I can open them and use some of the things already created to add them onto my map... All I really want is to get the zombie's onto my thing, and use their skyzone for the day and night stuff, that's what I need. I'm still new to UnrealEd...
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Re: UnrealEd 2.0 Issues

Post by -HellFire- » Fri Dec 18, 2009 7:21 pm

You can just copy-paste the skyzone from DC and paste it into yours.
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Re: UnrealEd 2.0 Issues

Post by gopostal » Fri Dec 18, 2009 9:37 pm

and it will then be a mess.

Take the time to learn things. Don't just grab this-and-that and call it your map. Many mappers are not like us, they will get pissed if you just take what you want.

You really should take the time to do a few tutorials, learn a few things, and then all the parts will start making sense to you. Trust me, you will not figure out the zombie day/night skyzone actor interaction without some background learning. You are gonna be stuck with a map that doesn't do what you want and asking people to fix it.

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Re: UnrealEd 2.0 Issues

Post by Prowner » Fri Dec 18, 2009 11:25 pm

Tehn I'll just take the background changing music, if that doesn't work, I'll only stick with taking the zombies. But one problem...
NO ONE HAS TOLD ME HOW TO OPEN THESE MAPS!!!
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Re: UnrealEd 2.0 Issues

Post by Hook » Sat Dec 19, 2009 1:24 am

You create maps in UnrealEd.
The Green-Blue UT icon in your UT System folder!
Read some tutorials on it before you do anything.
Check them out here and also google for some.
Gopo is correct about what he just posted! :wink:
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Re: UnrealEd 2.0 Issues

Post by Prowner » Sat Dec 19, 2009 2:29 am

... Really guys...?
Am I missing something here or are you guys missing something?
All I want to do is open the Dead City map in UnrealEd so I can take his creature zombie factory! GAR
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