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Menu > View > Level Properties.......F6. as any actor has all the available options in its properties some will not be available for change, due to the nature of the actor selected. The Level properties that you may use » CDTrack, you may put the number of a CD track to be played while you play the level, but i STRONGLY advice you to know that this option is only to be used, if you gonna make that level for your own pleasure, don't release it for someone else or you will obviously have to make a copy of that audioCD for them aswell. And make sure that the CD is inserted, else it dun work Very Happy the doppler effect's amount on the sounds when using movers that take you fast from one point to another in map. Here you can select a song from the Song browser select it in the song browser and press here .... USE. A song UMX is made up of tracks and sections as you could do the same in an S3M music track file in ModPlugTracker. So here in that "SongSection" you can choose where the song will start at map startup. well let's hope you are the map author, put your name or whatever you want to comunicate here, like your homepage or E-Mail adress or messenger, just imagine. » bCheckWalkSurfaces Use this to force the game engine to make a check of the used brushes solidity when map is started up. In fact this option is False by default and then a quick check will be made anyway, so only use it on maps with weird and complex shapes. » bHumansOnly This is an option used if you want only humans playing the level Shocked , nice if you dun wanna be bothered with bots while testing also. » bLonePlayer Made for the early Unreal levels » bNeverPrecahce Leave its default, else the map will not be cahced and all bad suprises come out on loading and playtime. You may want you level to have more light, dun get confused here this is not the brightness you can adjust in game with the F11 key. Its more a global brightness on the lighten surfaces and shadows come a litlle bit clearer. » Actor > Info > GameInfo >TournamentGameInfo >DeathMatchPlus > DefaultGameType = Class'Botpack.DeathMatchPlus » » TeamGamePlus > Assault, CTFGame, Domination. » DeathMatchPlus = simple deatmatch » TeamGamePlus = Team Deathmatch. In the field at the right of DefaultGameType press USE to make it the selected gametype in the actor browser for example DefaultGameType = Class'Botpack.TeamGamePlus' this will be the line at it when you select TeamGamePlus. » DefaultGameType = Class'Botpack.DeathMatchPlus' » DefaultGameType = Class'Botpack.TeamGamePlus' » DefaultGameType = Class'Botpack.Assault' » DefaultGameType = Class'Botpack.CTFGame' » DefaultGameType = Class'Botpack.Domination' As you can see in the actor browser, Assault, CTFGame, Domination are automaticly part of the TEAM games. » RecommendedEnnemies > Very Happy half IdealPlayerCount » RecommendedTeammates > Very Happy half IdealPlayerCount Beware, it is told that you may load only pictures of 256 * 256. This i NOT true. you can have pictures of 512 aswell, but for the reasons i will explain it is useless. When you load a picture of 512, it will be reduced to 256 in the games preview window, so , in order to be able to do that, the game engine will look for mipmaps to reduce it correctly. if you did check mipmaps for this picture larger than 256 then it will load perfectly, else, even at mapselection, the game will crash and show up a dialogbox telling you that not enough mipmaps were found. And for another point, having 512 sized pictures reduced to 256 again, only have very small image sharpness quality. Title » this is the maps friendly name or the name you see when you press F1, This is not the map file name. When set to true, you may use the settings and a reverb effect will apply to all sounds in the map, since this is not a simple defined zone, but the level or complete map. » bReverbZone set to true if you wanna use reverb or False if not. » CutoffHz this is the speed at which the reverb is made 600 ould be something like short outside 1000 some longer and so on. » Delay you may have several numbers here this is the reverbs segements time if for example you set it at 20, then each reverbed section of the original sound will start at 20 miliseconds after the previous like this » original shot » 20msec » 1° reverb » 20msec » 2°reverb, etc. » Gain sets the volume amount for each Delay section. » SpeedOfSound Leave at default, its the sounds propagation. to make any actor bounce on solid strucures, seam bot to work correctely. » bFogZone Set to true if you wanna use fog in itn on the lightsource actors. » bGravityZone if you want it to use some different gravity settings. » bKillZone leave as default if it is not set to neutral zone » bMoveProjectiles If set to False, you can make a zone where the projectiles disappear. » bNeutralZone this makes killing anyone impossible, imagine. » bNoInventory All pawns or players lose instantly their weapons and stuff. Xloc is left if activated in game option. » bPainZone Used for zones like pressure, lava,etc You can also use it in a curing way if you set damage to an increased value, like -25 would heal a player by 25 points each. » bWaterZone lemme guess , is this Water then ? wouahahaha .This makes any zone that has this tag on, a liquid zone, like the player falling in it would have the swim animations just like godmode uses also swimming animations. » DamagePerSec the damage value used if bPainZone set to true. » DamageString message to the offended or victim of that zonetrap. » DamageType you dun type anything you like, killtypes exist here Actor > DamageType > UnrealDamageType select and use > Burned, Corroded, Decapitated, Drown, Fell. just copy that text in the field like this. DamageType = Decapitated Most of these are used automaticly for some weapon or zones Now the Fell damageType is automatique if none has been used. EntryActor » effect when actor enters, like damage effects EntrySound » sound when entering ExitActor » effect when actor exits, like damage effects ExitActorSound » sound when exits MaxCarcasses » how many victim carcases may be left around. MaxLightCount and ploycount » leave the defaults. these are the settings used for the gravity of a given zone you can have several zones with each a different gravity. X beeing width, Y beeing breadth and Z vertical factor. refer to Zonegravity for the factors, but this one rates the speed that players can fall or jump. most settings are used just like for simple lightsources Fogcolor is the color used for the fog and FogDistance adjust how far you can see till it starts. only available when ZoneInfo > bFogZone = true TexUPanSpeed » the speed that animated textures move Horizontall TexVPanSpeed » the speed that animated textures move Vertical Only available when a complete rebuild has been performed after creating the zone. ViewFlash » color used for damaged player sight flash ViewFog » the fog color wher the viewflash color is used in. |