I am currently working on my first map called Dome Of Doom.
This map has nothing to do with he existing Dome Of Doom on the Monster Mash servers, and is based on the Samurai Jack Episode "Jack and the Smackback" of Season 2.
For the most part, the map is mostly finished. However, being that this is my first map, I have a few questions.
1. I plan on submitting this map to the Monster Mash servers, and I want to set it up in a way that at the beginning of some waves, there is a sound track from the Samurai Jack episode. I do not know how to set this up. Any suggestions?
2. How do I control where monsters spawn? Is it just based off of the Player start points?
3. Any suggestions of things to ensure I include in the map before it is Invasion worthy?
Wave triggers??
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- 1337 Haxor
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i think monsters spawn at path nodes but dont hold me to it
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
I'm assuming that you already imported the sounds into mylevel through the sound browser. Once you got your sound files, you may place a scripted trigger anywhere in the map. You may find the scripted trigger through the actor class browser. Go to keypoint--->AIScript--->ScriptedSequence---->ScriptedTrigger.Watty wrote:1. I plan on submitting this map to the Monster Mash servers, and I want to set it up in a way that at the beginning of some waves, there is a sound track from the Samurai Jack episode. I do not know how to set this up. Any suggestions?
Open your Scripted Trigger's properties, and go to AI Script category. Through this array, you are going to create a sequence like:
- WaitforEvent
InvWave# (if you want this trigger on wave 4 then you place "InvWave4") - PlayLocalSound (Local sound will allow everyone to hear it)
Your Sound file name in the blank below. - WaitforEvent
InvWave# (Heading to the next wave triggered sound) - PlayLocalSound
Your New sound file name here.
To test this script offline, all you need to do is to type in the game console (causeevent invwave#) then it should simulate that wave trigger. But since the scripted trigger is setup like this, you must trigger them in order.
[/color]
Pathnodes are the spawn points for monsters. Be sure to place 100 of them...minimum.Watty wrote:2. How do I control where monsters spawn? Is it just based off of the Player start points?
Queens may teleport upon any navigation point if there's enough space. Any adren pill, health vial, or ammo pickup creates a navigation point so if you don't want queens to spawn there, move the pickups towards a wall so there's not enough room for them to teleport.
We got enough easy maps on the server. So please don't make a 100% safe room.Watty wrote:3. Any suggestions of things to ensure I include in the map before it is Invasion worthy?
From this forum topic, be easy on the adren:
Adren Suggestions
Here's some more suggestions to create a well balanced MM map.
General Suggestions
This being your first map, be sure to check out this topic for guidelines ;)
Map Submission Guidelines
I hope this helps & Good luck ;D
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- Pro but Noob
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- Xfire: theflyingwatty
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Thanks Boss. There's plenty of info there to keep me busy. :DD2Boss wrote:I'm assuming that you already imported the sounds into mylevel through the sound browser. Once you got your sound files, you may place a scripted trigger anywhere in the map. You may find the scripted trigger through the actor class browser. Go to keypoint--->AIScript--->ScriptedSequence---->ScriptedTrigger.Watty wrote:1. I plan on submitting this map to the Monster Mash servers, and I want to set it up in a way that at the beginning of some waves, there is a sound track from the Samurai Jack episode. I do not know how to set this up. Any suggestions?
Open your Scripted Trigger's properties, and go to AI Script category. Through this array, you are going to create a sequence like:
...keep repeating this until you went through all your planned sound files...
- WaitforEvent
InvWave# (if you want this trigger on wave 4 then you place "InvWave4")- PlayLocalSound (Local sound will allow everyone to hear it)
Your Sound file name in the blank below.- WaitforEvent
InvWave# (Heading to the next wave triggered sound)- PlayLocalSound
Your New sound file name here.
To test this script offline, all you need to do is to type in the game console (causeevent invwave#) then it should simulate that wave trigger. But since the scripted trigger is setup like this, you must trigger them in order.
[/color]
Pathnodes are the spawn points for monsters. Be sure to place 100 of them...minimum.Watty wrote:2. How do I control where monsters spawn? Is it just based off of the Player start points?
Queens may teleport upon any navigation point if there's enough space. Any adren pill, health vial, or ammo pickup creates a navigation point so if you don't want queens to spawn there, move the pickups towards a wall so there's not enough room for them to teleport.
We got enough easy maps on the server. So please don't make a 100% safe room.Watty wrote:3. Any suggestions of things to ensure I include in the map before it is Invasion worthy?
From this forum topic, be easy on the adren:
Adren Suggestions
Here's some more suggestions to create a well balanced MM map.
General Suggestions
This being your first map, be sure to check out this topic for guidelines ;)
Map Submission Guidelines
I hope this helps & Good luck ;D
I have not yet imported the sound files... is there any particular format that works best?
~Watty
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- DW Clan Member
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I usually import 16bit, 11,000Hz, mono. I find that UT plays imported sound terribly soft, so if you have a wav editor you might want to bump up the volume (just test your sounds in game).UDN wrote:You can import just about any WAV file into Unrealed. Sounds can be mono or stereo, they can be 8-bit or 16-bit, and they can have different sampling rates from 8,000 to 44,100 Hz and beyond. If you want a sound to play in 3D, it must be mono however. (See PlaySound for more details.) To import sounds simply open to the sound browser in Unrealed and go to File->Import and import the sounds into whatever package you want. Note that sounds must be in a path that does not contain spaces or the import will not work.
By default stereo sounds can not be used
Also the editor wont import sounds if the path/filename is too long, so I always move my sounds to the C: drive before importing.

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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- Pro but Noob
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Ok, so I got all the sounds imported, but I can't get the trigger to work.
Boss, is each bullet that you listed above just a new action in the AIScript? And are all of the bullets on the same Actor? On the portion of the script where it defines what sound to use, should it be "Sound'Dome_Of_Doom-Watty.Rounds.DomeIntro'" or just "DomeIntro"? Is the console command to trigger these things "causeevent InvWave#"? Should there be anything specific in the ControllerClass?
Boss, is each bullet that you listed above just a new action in the AIScript? And are all of the bullets on the same Actor? On the portion of the script where it defines what sound to use, should it be "Sound'Dome_Of_Doom-Watty.Rounds.DomeIntro'" or just "DomeIntro"? Is the console command to trigger these things "causeevent InvWave#"? Should there be anything specific in the ControllerClass?
Last edited by Watty on Tue Mar 24, 2009 12:05 am, edited 2 times in total.
~Watty
Each bullet is a new action.Watty wrote:Boss, is each bullet that you listed above just a new action in the AIScript? And are all of the bullets on the same Actor? On the portion of the script where it defines what sound to use, should it be "Sound'Dome_Of_Doom-Watty.Rounds.DomeIntro'" or just "DomeIntro"? Is the console command to trigger these things "causeevent InvWave#"? Should there be anything specific in the ControllerClass?
All the actions are in one scripted trigger.
& for the sound part, you can simply select your sound through the sound browser and hit the "use" button in the scripted trigger.
Controller class...leave that alone :P
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- Pro but Noob
- Posts: 109
- Joined: Wed Sep 10, 2008 11:00 pm
- Xfire: theflyingwatty
- Location: Vancouver, WA
Now, I'm having a new problem. After saving all the sounds in a .uax file in the sounds browser, when I exit the editor and bring it back up, the editor will not load the sound package. When I try to load it, nothing happens. The editor will load the sounds if I load them before I load the map, but then the sounds still do not work.
~Watty
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- DW Clan Member
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Just save your sounds to package myLevel (it will save everyone from having to download another file) and then use it in the map before you save and exit.

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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- Pro but Noob
- Posts: 109
- Joined: Wed Sep 10, 2008 11:00 pm
- Xfire: theflyingwatty
- Location: Vancouver, WA
What do you mean by this? How do I save a package to myLevel?DW_BrainPan wrote:Just save your sounds to package myLevel (it will save everyone from having to download another file) and then use it in the map before you save and exit.
~Watty