Ok, so I would try to make a ctf and greed version of duality, so here is a first beta so you can advise me about the layout. any coments about the layout and item placement are welcome ;)
Note : this beta is just for advise about item and layout, it's not really playable since the botpathing is not done properly. Lighting and visual are very early of course !
- Near the flag, place 2 defense point looking at each entrance (medium health & helmet). Do not place them in a way they can see the opposite flag or else, it's only a hitscan frag fest & in CTF, you want to avoid that at all cost.
- CTF players tend to go sides when moving, placing ammo in the center of the path isn't good for gameplay so it's better to put them aside the middle of the path.
- The belt is to much of armor. A vest would be fine. But I suggest you make the pillar a bit different & mostly higher so you can't see the other side of the map.
I didn't see the flak but the ammo are there ??? Anyway a good center point to place it would be on this platform in the middle of the map :
I notice the first time I capture the flag the annoucer as said I made the point but all other after wan't announced ? Me & the bot.
The blue tam playerstart aren't there so I couldn't test is all the rewards work.
It would be cool to have a lower path, at the bottom because the RL isn't worthy & most CTF maps use at least 3 paths to get in/out. You have 2 ATM.
I really like all the others enhancements you made Seb :D
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- Near the flag, place 2 defense point looking at each entrance (medium health & helmet). Do not place them in a way they can see the opposite flag or else, it's only a hitscan frag fest & in CTF, you want to avoid that at all cost.
Ok
- CTF players tend to go sides when moving, placing ammo in the center of the path isn't good for gameplay so it's better to put them aside the middle of the path.
Ok
- The belt is to much of armor. A vest would be fine. But I suggest you make the pillar a bit different & mostly higher so you can't see the other side of the map.
You have probably see the item placement is the same of the dm, so I have to work on that now ;)
I would wait to see if the layout was fine for ctf to go more deep in the process.
I didn't see the flak but the ammo are there ???
same reason (I have remove it to place the flag base but not put it on another place yet.
Anyway a good center point to place it would be on this platform in the middle of the map :
I think this idea is cool, but what's about put a powerup here ?
I notice the first time I capture the flag the annoucer as said I made the point but all other after wan't announced ? Me & the bot. The blue tam playerstart aren't there so I couldn't test is all the rewards work.
Again, the rewards are set for DM actually, don't worry about that at this stage ;)
It would be cool to have a lower path, at the bottom because the RL isn't worthy & most CTF maps use at least 3 paths to get in/out. You have 2 ATM.
Yeah, this is my main problem actually, I have to find a way on the lower part lol
I really like all the others enhancements you made Seb :D
thx, you have probably see only the red part is done (lighting etc, still work to do lol)
thx for this first advises, I have something to cook now ;)
The lower path I can think of is at the RL level, acting like a tunnel going side to side. It would be a fast but risky path :D
If you want to put a powerup somewhere, the lower exterior part where you have a medium health + ammo would be good, at least to try. I wouldn't place a powerup in the middle where you ask because most action will take place there. The AI will attribute a higher level to that part of the map since there are to much items (weapons + ammo + armor + health) close to each other & will make other areas useless unless you move all things around ?
Personally, I think the DM pickup placement except the ammo near the helmet that need to be more aside is fine as it is. I'm curious to see what the others as to say.
I forgot to say the green smoke emitter from the jumpad need to have a bit more constant smoke because the smoke fade away to abruptly.
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The lower path I can think of is at the RL level, acting like a tunnel going side to side. It would be a fast but risky path :D
So, here comes dynamite on BSP !!! I will make a try ;)
If you want to put a powerup somewhere, the lower exterior part where you have a medium health + ammo would be good, at least to try.
ok, but it mean that I have to put one powerup for each side (red & blue) ?
I wouldn't place a powerup in the middle where you ask because most action will take place there. The AI will attribute a higher level to that part of the map since there are to much items (weapons + ammo + armor + health) close to each other & will make other areas useless unless you move all things around ?
I don't know how I will manage the item placement actually, that's why I'm asking lol
Personally, I think the DM pickup placement except the ammo near the helmet that need to be more aside is fine as it is. I'm curious to see what the others as to say.
me too !
anyway it will probably change a bit I think...
I forgot to say the green smoke emitter from the jumpad need to have a bit more constant smoke because the smoke fade away to abruptly.
To have a good idea where to place Defense Point, place yourself here & there & look what spot would be the best to intercept the enemy. I usually see defense point near the flag between 256 - 512 UU's. An advice, don't put to much of those to close of each other because when playing against skilled bots / players, capturing the flag become a pain & not fun at all.
Take a look at Fatima, the only defense point close to the flag have a good view of all incoming players. You can also set the priority of each defense point (low or high) if you have many of them in the room :) I can say that 2 -3 near the flag is enough in most cases.
You can also put other defense point in other room at strategic spots ;)
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Are you asking how to setup different sounds to play when each flag is taken? I'm pretty sure that wouldn't be too difficult to setup in kismet - just use a flag taken event to trigger a sound. (if thats what your getting at).
I read there's a guy on Beyondunreal called Ionium aka the Hitman on Epic forums that was talking about this while working on vctf-infinity.
I just tried this one and can confirm that the author has used custom sounds for flag capture events.
-- Edited by Achernar on Sunday 21st of November 2010 12:42:42 AM
Are you asking how to setup different sounds to play when each flag is taken? I'm pretty sure that wouldn't be too difficult to setup in kismet - just use a flag taken event to trigger a sound. (if thats what your getting at).
eh eh, if it was so simple !
But what i'm try to archive is something well more complex, I try to redo all annoncements during the game with the quake ones, and trust me, it's a hard pain
I read there's a guy on Beyondunreal called Ionium aka the Hitman on Epic forums that was talking about this while working on vctf-infinity.
I just tried this one and can confirm that the author has used custom sounds for flag capture events.
That what I'm looking for, unfortunaly his setting are just the basic one, not what i'm looking for , anyway, thx !
to give you an idea to where I am actually :
And this is the "simplified version" lol, but it's still don't work correctly, it need more work, damn, already 1 week on it... I just become crazy with some stupid stuffs...
Edit :
To explain better what I'm doing,
for example, I have the annoncements "you have the flag" or "your team has the flag" so you cannot just put a "playsound" node on the flag event "flag taken", I have to identify first who have taken the flag (if it's the player, another player in the same team or the bot in the same team etc...), and it's not easy cause the lake of good script on kismet, the epic guys don't have think to make easy to identify "who" make "what" ...
-- Edited by NOVA on Monday 22nd of November 2010 10:57:36 AM
Sorry to hear that you are having such a pain with this kismet work. I can't read your screen shot so I'm not able to work through your logic. I understand that this is fairly advanced work so perhaps you might have to delve into uscript. Although that might be an even tough cookie to crack.
Thinking off the top of my head. Perhaps you need to create an array at the start of the map to list all the players and try and reference those players with the capture events. [sry that probably doesnt help much].
I'm am trying to figure out some obscure kismet myself and I'm about to start looking at some work by the jailbreak group to hopefully get some insight. Its some of the more sophisticated kismet out there.
I think I will need help so you're welcome ;) So my idea, I will create a map test with just the flags and teamplayerstart, and put a link here, and so you could take a look to my kismet seq. I will check the jailbreak mod too, thx !
To load JB content automatically, open your: UTEditor.ini (MyDocs\MyGames\UT3\UTGame\Config), find the [ModPackages] section and add the following lines to it: ModPackages=Jailbreak ModPackages=JailbreakContent ModPackages=JailbreakTitanContent
I have already do that but my editor crash when I try to open a jaibreak map...
I just have make a match on it, it seem they use just some specifics annoncements for a given team, not for a given player/bot...so I don't think it will help me...