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Re: Please help with challenging triggers.
Posted: Fri Oct 23, 2009 11:06 am
by DW_Ant
Nelsoncarmo26 wrote:The emitter does not fade out and reappear, it stays.
You'll need to edit the original emitter to correct this. The old emitter isn't expiring while new ones are spawning. As a result you have about a million emitters right over each other.
Go to your emitter's properties & set these properties:
Local ---> bRespawnDeadParticles = false (obsolete particles wont come back)
Spawning ---> bAutomaticSpawnRate = false (Enables you to set your own rate of particles per second rather than automatically generated spawn rate)
Spawning ---> InitialParticlesPerSecond = some int value (How many particles will spawn every second.)
General ---> MaxParticles = some int value (How many particles will spawn. Once this many particles had been reached, the emitter will stop spawning particles.)
Time ---> LifeTimeRange = some int value (How long does this particle last before disappearing?)
If you kept the original emitter in your level, you only need to change that emitter's properties. Once you've done this, the editor will automatically update your class.
Once this is done, you should calculate how long one emitter will last. (MaxParticles / InitialParticlesPerSecond) + LifeTimeRange = emitter's life. Go to your scripted trigger and locate the WaitForTimer action. Be sure to set this value (round off if you get many decimal digits) equal to the emitter's life value you've calculated. It might look silly to have emitters overlapping each other.
Nelsoncarmo26 wrote:Still no damage is caused.
I'm confused, shouldn't the volume cause damage, regardless of the trigger working or not?!
That is correct, can you review your volume's properties? What do you have set for your volume?
Nelsoncarmo26 wrote:One more thing Ant, is it possible for the emitter to target the exact location of the player? so it looks like ut's the actuall lazer that's doing the damage.
I was afraid you're going to ask this. I'm sure it's possible, but I also believe you'll need to do some coding to make that happen. I'm not the right person to fill you in on that.
If you wish to avoid the coding process, then I would recommend having the emitter "light up" the damage field. Multiple lasers surrounding the obelisk will do the trick.
Re: Please help with challenging triggers.
Posted: Fri Oct 23, 2009 1:05 pm
by Nelsoncarmo26
I couldn't do that Ant.
I have placed an emitter in the level, did the settings, but still nothing.
On the other hand, I tried it with a different emitter, it has a better effect, but I can't get the laser to point down instead of left.
here is the video to it.
[youtube]
http://www.youtube.com/watch?v=IQy4gnHFu4U[/youtube]
You wouldn't happen to have any ideas about emitter targeting would ya?
I know you said you don't do coding.
But that is perhaps the best way of doing this.
Instead of copying the whole thing about 4-6 times to surround the obelisk, and then having to place 6 different triggers with the extention 1-6 for every trigger aound the obelisk.
Because you wouldn't want all 6 scripted triggers to activate at once, you would have 6 lazer beams going at once.
Ok, the other emitter looks better, doesn't it?
Just need to be pointing down.
I don't care if I have to do 6 separate triggers, just please help me with this last step.
Do I have to create a new emitter? Is that why I'm not getting the results?
PS. the volume still didn't do any damage, so I added another action to the scripted trigger to cause damage, and now it's got the desired effect.
Re: Please help with challenging triggers.
Posted: Fri Oct 23, 2009 3:41 pm
by DW_Ant
Nelsoncarmo26 wrote:I couldn't do that Ant.
I have placed an emitter in the level, did the settings, but still nothing.
You must edit the original emitter that you've converted into mylevel. Is this beam imported from the game?
Nelsoncarmo26 wrote:You wouldn't happen to have any ideas about emitter targeting would ya?
I know you said you don't do coding.
But that is perhaps the best way of doing this.
Instead of copying the whole thing about 4-6 times to surround the obelisk, and then having to place 6 different triggers with the extention 1-6 for every trigger aound the obelisk.
Because you wouldn't want all 6 scripted triggers to activate at once, you would have 6 lazer beams going at once.
I'm glad you're understanding the concept of triggers, but this will require some extra work if you're willing to do so. It's a bit rough to explain this so please bare with me. You'll need to create a beam emitter for every section you've created. Each emitter will have different endpoints. Then you'll need to create a new condition section in the scripted trigger for each triggered condition for every section, and within these condition sections, it will spawn its respective emitter.
Nelsoncarmo26 wrote:Do I have to create a new emitter? Is that why I'm not getting the results?
Yes, you'll need to create your very own beam emitter with its unique properties.
Nelsoncarmo26 wrote:PS. the volume still didn't do any damage, so I added another action to the scripted trigger to cause damage, and now it's got the desired effect.
That's what I figured you did, and it does work, too. But it was the idea that the volume couldn't do any damage is what puzzled me. Finding alternate solutions is good, but solving problems for future reference can be very handy.
Re: Please help with challenging triggers.
Posted: Fri Oct 23, 2009 4:56 pm
by Nelsoncarmo26
Sorry to be a pain, but I still can't do it.
I created a new emitter to mylevel, went to the default settings and made the changes that you said, but still remains.
The beam still remains after the first shot.
Can you tell me if there is a way of changing the second beam (see video test 2), that's a different emitter... how to make it shoot downwards, either through the movement settings or other?
Or please go through the first beam settings, as I've been trying for hours with no success.
Re: Please help with challenging triggers.
Posted: Fri Oct 23, 2009 7:31 pm
by DW_Ant
Nelsoncarmo26 wrote:I created a new emitter to mylevel, went to the default settings and made the changes that you said, but still remains.
It sounds like you're attempting to create an emitter through the actor class browser. I do remember writing in how to create your own emitter class....hmmm...where is it??
Ah here it is!
DW>Ant wrote:Okay, first we'll need to create this emitter into its own class. Go to the actor class browser--->emitter--->NetworkEmitter (so it's usable online). Right click NetworkEmitter and hit new.
PackageName MyLevel (It must be MyLevel so the emitter class is embedded into your map)
Name (AAAnyName) (I put a couple A's infront of the name so it'll be on top of the list when your browsing through the million classes...You'll see later)
Once you hit okay, you'll see this script log. If you don't know programming, don't be afraid. All you have to do is to hit the comile changed scripts button up on the top. Once that is done, you should be able to see at the bottom (6 lines successful or something).
You may close the script log, return to your map, locate the emitter, open its properties, and open the emitter category. Where it lists the array of emitters, select it and hit Crtl+C (Copy). The first line [0]; it should look like something like this: SpriteEmitter'myLevel.SpriteEmitter1'. If you have multiple lines (since this is a big explosion I wouldn't be surprised) then simply copy the first line.
Go back to your actor class browser. Locate your emitter class (Emitter ---> NetworkEmitter ---> then AAAYourEmitter) Right click your emitter then open it's default properties. This properties window should look very similar as if you were opening any properties.
Set these properties:
Go to advanced:
Directional = true
NoDelete = false
LifeSpan = An int value (If your explosion lasts for a whole minute, set this to like 75 seconds. This will terminate the actor after it was spawned for this amount of seconds. No need to render dead actors.)
Go to the emitter category:
Hit New
At [0] hit Ctrl + V (paste) (This should paste in the lines SpriteEmitter'myLevel.SpriteEmitter1' or something similar).
Leave this window open.
Go back to your map, open the original emitter's properties. Go to line [1]...Copy.
Go to your new emitter class default properties. Add line [1]...Paste.
Original emitter properties---> line [2]...Copy.
New emitter default properties. Add line [2]...Paste.
Keep going until you pasted your last line of emitters......
Nelsoncarmo26 wrote:Can you tell me if there is a way of changing the second beam (see video test 2), that's a different emitter... how to make it shoot downwards, either through the movement settings or other?
You may make these changes through editing the original emitter.
Re: Please help with challenging triggers.
Posted: Sat Oct 24, 2009 10:02 am
by Nelsoncarmo26
After all that, and two days worth of finding ways of doing this... another problem has risen.
So I'm doing the base and come across the tought that the Obelisk will target any player, even friendly players.
So, how do we solve this?
1- how do I get the triggers to activate just on enemy entry?
2- What do I do to make only friendly units spawn on one side of the field, and vice versa?
Re: Please help with challenging triggers.
Posted: Sat Oct 24, 2009 3:39 pm
by DW_Ant
Nelsoncarmo26 wrote:1- how do I get the triggers to activate just on enemy entry?
So you know, there is no such absolute enemy. The word enemy is in matter of perspective. We are the monsters' enemy. The monsters are our enemy. How would the turret know its enemy?
Hmmm, I do know that there's a function in the triggers that calls for a proximity type.
I believe the options are:
Players
Human
LivePlayers
Pawn
If this is the case, pawn = all pawn actors (monsters and players). Players (all players including mutant pawns I think). Human (All human players). LivePlayers (Must be human players, not bots). I doubt that there's a proximity type for monsters only. Since monsters are simply pawns, and players are simply a branch from pawns.
But I'm sure that if players get hit by this laser, they will learn not to go near it. Unlike AI, humans will learn not to repeat mistakes....I hope.
Nelsoncarmo26 wrote:2- What do I do to make only friendly units spawn on one side of the field, and vice versa?
Monsters will spawn at any navigation point including PlayerStarts, but since players are not static and they have 10 seconds for next wave, why not have PlayerStarts start at the same place as the monsters?
Re: Please help with challenging triggers.
Posted: Sat Oct 24, 2009 4:20 pm
by Nelsoncarmo26
I'll explain...
It's because every map I make, I make 3-4 versions of it, you see?
I make it for invasion first, since it's my favourite mode, and then I do a few changes, like lights to only red and blue, and then add the flags, domination points, etc... for the other versions.
I only make the changes if the maps are only suitable, mind you.
If the map it's the likes of Vice City (Check my map submissions), it wouldn't be suitable for any other modes, it's only suitable for invasion because of it's layout.
But there are certain maps, like Command and Conquer, or Soul Temple Version5 that I do that extra changes.
I just like having the same map for different modes, so if I'm in the mood to do some CTF, the map is there.
I don't know if you've seen my map Jungle Strike?
Well, that first version I made was for snipers only.
Since there aren't many sniper dedicated maps, I made one.I also made CTF and DOm versions of it, with sniper rifles being the only weapon available.
I am modifying it to make C&C2 map.
So I guess for now, the human players would just have to be carefull, not to go near the obelisk, and perhaps use it to their advantage.
One more thing Ant, you know the map Fortress of War?
that map has a usable gatling gun base, I copied it because I want to use that in the GDI side of the map; however I can't get it to work.
Can you please help me out with this.