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Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Tue Jun 05, 2012 7:46 pm
by poompoom500
:scool: To DW_Ant,
I bet you're missing the DWMonsterAssault.ucl file.
You're right as usual.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Tue Jun 05, 2012 9:18 pm
by necro
Ant, does the UCL file(s) get updated with every version of the mod? i.e. can I safely recopy the ones from the sample archive and use it with the current version, or will I need updated UCL file(s) each time you update the mod?

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 5:01 am
by DW_WailofSuicide
Honestly I don't think the .ucl file is necessary, or that lacking it is even causing this issue. I don't have the .ucl files (and I doubt Wine or Necro have it either).

If you create a simple cube map in the editor and set the gametype to DWMonsterAssault.ASGameInfo and place a playerstart, then you should start on the attacking team. It's very simple, and I really can't help but feel like the issue here is a result of some other weird, clandestine thing that is being done with the map. If poompoom500 were more forthcoming with what he's actually doing and trying to accomplish, then we could help him but I don't feel like this dancing around is going to be helpful until he provides a little more information.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 11:45 am
by poompoom500
:scool: To DW_Wail,
If poompoom500 were more forthcoming with what he's actually doing and trying to accomplish, then we could help him but I don't feel like this dancing around is going to be helpful until he provides a little more information.
I am simply trying to make an AS (assault) map with objectives, like Ant's Temple Run, or Xenemorph, or the like. There are no underlying anything. That map that I referred to above with download is what is. I am not asking for anything really out of the ordinary. I know I am missing something. I just don't know what it is yet.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 2:13 pm
by DW_WailofSuicide

Code: Select all

Begin Map
Begin Actor Class=PlayerStart Name=PlayerStart7
    PathList(0)=ReachSpec'myLevel.ReachSpec85'
    PathList(1)=ReachSpec'myLevel.ReachSpec78'
    PathList(2)=ReachSpec'myLevel.ReachSpec84'
    PathList(3)=ReachSpec'myLevel.ReachSpec77'
    PathList(4)=ReachSpec'myLevel.ReachSpec79'
    nextNavigationPoint=PlayerStart'myLevel.PlayerStart6'
    Base=LevelInfo'myLevel.LevelInfo0'
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=LevelInfo'myLevel.LevelInfo0',iLeaf=2459,ZoneNumber=3)
    Tag="PlayerStart"
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume15'
    Location=(X=-7213.343750,Y=-78.420609,Z=2735.000000)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
Here's a Playerstart from one of my maps. Try copying and pasting one from your map.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 4:46 pm
by poompoom500
:scool: To DW_Wail,

I'm sorry. But you just lost me. What am I suppose to do again? And how do I get those results?

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 11:37 pm
by DW_WailofSuicide
Just select one of your playerstarts and copy it (Edit->Copy), then paste in a forum post - It'll come out as a text list as my previous post shows.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Thu Jun 07, 2012 11:48 pm
by DW_Ant
His problem is not his current map setup. It's just that he's running standard UT2004 Assault rather than DWMonsterAssault.

My current copy only contains versions that are different from the server. I'll send you a pm containing the Sample Package when I fix this.

Necro, I believe that you do have to update the ucl file every time the server updates. I'll make a note to myself to make a downloadable ucl file every time the server updates.

Re: How To Make PlayerStart Begin In Attack Mode...

Posted: Fri Jun 08, 2012 3:22 am
by poompoom500
:scool: To DW_Wail,

DW_Ant is right. I copied/pasted your PlayerStart to my map, BuildAll my map and ran it, and it still didn't work. Anyways, below is my PlayerStart script code:

Code: Select all

Begin Map
Begin Actor Class=PlayerStart Name=PlayerStart5
    bPathsChanged=True
    PathList(0)=ReachSpec'myLevel.ReachSpec81'
    PathList(1)=ReachSpec'myLevel.ReachSpec80'
    visitedWeight=10000000
    Base=LevelInfo'myLevel.LevelInfo0'
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=ZoneInfo'myLevel.ZoneInfo0',ZoneNumber=1)
    Tag="BeginningSpawns"
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume6'
    Location=(X=1496.039551,Y=3137.808350,Z=47.000000)
    Rotation=(Yaw=-26800)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
And I did incorporate the Sample Package zipped files to UT2004\System.

UPDATE: I just added DEFENSIVE player start spawns but that didn't seem to help. And do I have to have a DEFENSIVE player start?

LATEST NEWS: Solved the problem. I copied/pasted DWBasicMonsterSpawners from AS-cube map and used it in my map. I got rid of them and ran my map again, and it ran like a charm. Thanks for all the help.
Image

Download link to my WIP map is - http://www.mediafire.com/?d57ecpgrjy8c4iy