Domination requires ControlPoints, which are a type of NavigationPoint,
to be placed at strategic locations in the level.
As with all NavigationPoints, these must not be placed too close to another
navigation point, and they must be placed at ground level or bots will be
confused by them.
ControlPoints have several editable attributes of interest.
When a player gains control of a ControlPoint (by touching it),
the optional event related to the player's team is triggered.
These events are specified by the RedEvent, BlueEvent, GoldEvent,
and GreenEvent attributes.
The bSelfDisplayed attribute specifies whether the ControlPoint mesh
(which depends on which team controls it) is visible.
The PointName attribute gives a human readable name to the
ControlPoint.
The ControlSound attribute specifies the sound to be played when
control of the ControlPoint changes.
Capture the Flag requires FlagBases, which are a type of NavigationPoint
to specify the home location of the flag for each CTF team.
There can only be two CTF teams, and each can only have one FlagBase.
The team attribute of the FlagBase specifies to which team the FlagBase
is associated, with 0=Red, and 1=Blue.
AlternatePaths are used to indicate alternate routes that bots can use to
enter an opponent's base.
The AlternatePath's team attribute should be the same as the team of
the FlagBase for which the AlternatePath is pointing out a route.
The AlternatePath's SelectionWeight is used to modify the likelihood
of bots using that path.
Bots use AlternatePaths by first moving along the shortest route to
the AlternatePath they have chosen, and then moving along the
shortest route from their to the FlagBase.
If the AlternatePath is set up so that the shortest route to the
AltermatePath involves running right by the FlagBase, bots will do that
(a bad thing!).
The location of AlternatePaths may need to be adjusted to provide the
desired results.
AlternatePaths with the bReturnOnly flag set true are used by bots with
the same team number returning to their base with a flag.
The FortStandard is used to define the objectives in the Assault map.
There can be multiple FortStandards in a map.
The bFinalFort attribute if true specifies that when the FortStandard is
destroyed, the level is completed even if there are other FortStandards still active.
The DefensePriority attribute specifies the order in which the
FortStandards should be defended, with the highest DefensePriority
FortStandards defended first.
The NearestPathNodeTag attribute should always be used to provide
bots a hint about how to get to the FortStandard.
Set it to the tag of the nearest reachable PathNode.
The optional FallBackFort attribute specifies which fort defenders should
fallback to if the FortStandard is destroyed (set the FallBackFort to the tag
of the desired FortStandard).
The bTriggerOnly attribute specifies that the FortStandard should be
triggered (using a trigger or by touching it) rather than shot.
The bSelfDisplayed attribute specifies that the FortStandard is visible (using its mesh).
This is typically turned off and the FortStandard is displayed with level geometry.
The bFlashing attribute specifies that the FortStandard should flash when it is damaged.
The bSayDestroyed attribute specifies that bots should announce when
they have destroyed this FortStandard (turn this off if the FortStandard
marks a strategic location, and not a visible objective).
If the DestroyedMessage is not empty, it will be displayed on everyone's
HUD when the FortStandard is destroyed.
The DamageEvent[] and DamageEventThreshold[] arrays are used to
specify events which occur when the FortStandard has incurred specific amounts of damage.
The ChargeDist and bForceRadius attributes are advanced AI tweaks used
to determine how aggressively bots will go after a FortStandard, when they feel they don't have adequate backup.
One of the FortStandards in the level should have the DefenseTime
attribute (the total time the base needs to be defended) set.
Also, one FortStandard should have the EndCamTag attribute
(the tag of the spectatorcam to use when the game ends).
The TeamCannon can be placed in Assault levels to support defenders.
The MinigunCannon is a minigun version of the TeamCannon.
Every Assault level must have an AssaultInfo somewhere in it.
The AssaultInfo contains the text (in the ObjDesc[] array) and
screenshots (in the ObjShots[] array) which describe the objectives for the level.
The NumObjShots should be se to the number of text/screenshot elements.
The AssaultRandomizer can be used to force bot attackers to vary their
entry routes randomly. Place an AssaultRandomizer in a spot along the shortest path, making
sure there are no connections around it along that path.
Set the ToggledCost attribute to an appropriate value to increase the
distance cost of that path. The use a trigger to toggle the AssaultRandomizer on and off as desired,
causing the path to appear longer or shorter. Never use a negative value for the ToggledCost.
Your preview screenshot must be a 256 x 256 pixel, 256 color .PCX or .BMP file.
In UnrealEd select Textures in the Browser window and then click the
Import button to import your screenshot.
A file dialog will pop up. Browse to the location where your preview is
stored and select it, then click the OK button.
The Import Texture dialog will pop up. In the "Name:" field
enter "screenshot" and in the "Package:" field enter "MyLevel".
Uncheck the "Generate MipMaps" option and then click the OK Button.
After UnrealEd works for a moment you should see the "MyLevel"
package displayed in the browser with your preview screenshot shown in
the browser texture window.
Go to Level Properties from the Ued's drop down menus and there's
a field called "Screenshot" (or something like that); you need to click on
your newly created textured screenshot in the Browser window to have
the name come up] Rebuild and save your map.
When you run UT and select your map (when starting a practice session
or network game) you should see your screenshot displayed just as it
does with all of the maps that came with UT.
Copyright © 1996 Epic Games
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