MISCELLANEOUS KEYPOINTS
The
Indian Fakir a.k.a "Machismo"
www.unrealism.com/unrealedmax
[email protected]
INTRODUCTION
This is the second installment in my miscellaneous
series, aiming to explain all the various actors found under key point, in
the classes menu. You can use these actors to make custom boats, fighters,
etc. move around in a realistic way (the main object of the tutorial);
trigger off sounds, etc.
NOTE: @#! - It would be
nice to use that actor in every level that you make.
I. PATH POINT & OBJECT PATH - THE BEST THING
THAT HAPPENED TO CUSTOM MOVING BOATS, FIGHTERS, CARS , ETC.
Caught your attention didn't I?. Its true pathpoints
are the best thing that happened to stuff like boats and fighters. They
work just like interpolation points, the difference being that where
Interpol's direct the path of the player, pathpoints direct the path of
movers. If you have read my interpolation point tutorial you'll understand
that this is just great for those boats. If you were to make a boat using
just a mover its movement would be dictated by the numkeys and it would
look really odd - the movements would seem artificial. This is where
pathpoints come in - they direct the path of the boat making it seem
natural. I'll give an example to better explain this concept. Falcon
One strap yourself in we're going on a flight, lets jump to
it: 1. Lets create a room for the fighter to do the bombing raid
in - say about 768 x1024x10000. 2. Make your fighter and add it
in as a mover at one end of the box. You may want to make this into a
dynamic light mover by going to the movers properties and under mover
changing bDynamicLightMover to true, don't forget to set the values under
lighting after you do this. Under movement you may also want to set the
rotation like yaw and pitch. Give the mover a tag and set object initial
state to NONE. You may also want to set the move ambient
sound. 3. PATH POINTS: This mover will move according to
the path points that you place in your level. If you wanted a fighter to
just come in straight and go out you could just set the key frames. But if
you have a huge winding canyon and want the fighter to weave in and out -
you should use path points, COOOl! TIP: There
cannot be more than 35 path nodes in a level. The first and last path
points are dummies, which means that if you wanted the fighter to move
through 10 points you would need to add in 12, the one at he beginning and
the end being dummies. A level must have a minimum of 4 path
points.
Add in the amount of path points that you want the
fighter to move through in your level. Say you want your fighter to move
left to right, right to left and just weave crazily all over the place
just place in path points at all the "points(?)" that you want the mover
to turn at. If you want the mover to come in low and then move off higher
just place path points that form a V. Place the first path point behind
the fighter which is outside the level (remember you cant see it in the 3D
view) and the second point in front of it where ever you want the fighter
to start off.
PATH POINT SETTINGS: Open up the path points
properties and expand path point, here you'll find three values: -
curvespeed: Determines the direction of the fighter mover at that point.
Play around with this value for the best one. You may want to change it
for each point depending on the situation. - sequence_number: The first
point will be 0, the second 1 and so on in a linear line. - speedU:
Determines the speed of the fighter at that point. If you want the fighter
to come in fast and slow down and then take off fast this is the value
that you should configure. A value of .25 will move the mover through that
point in 25 seconds. Also under movement you should set the rotation
values that you want the fighter to take at each point.
Remember the last and first path points need not
have curve speeds and speedu's set but must have the sequence number put
in. The curve speed of the second point (sequence number of 1) will
determine the initial direction of motion and the last but one point the
end direction. The fighter will be placed on the second point on entering
the level, because as stated above the first point is a
dummy. 4. OBJECT PATH: After you have the path points set
out, locate and place in an object path actor (cant locate it? damnit this
is a key point tutorial find it under key point, still don't see it? visit
a doc maybe he can help :). Open up its properties and expand object path,
here are the three groups of settings that you will find: bAlterPitch,
bAlterRoll, bYaw - You could set these values to true if you want the
mover to change its yaw, roll, etc. This will be affected by the values of
the rotation that you gave under mover. RAdjust - If you set any of the
above to true, give the amount of yaw or what ever that you want be it to
be adjusted to here. PathActorTag - The tag (under events) of the
fighter that I told you to set before.
Now expand advanced and set bStatic to false (if I may be so bold as to point out
a slight mistake here - I mean object path is used to set the mover to
move then why on earth is bStatic set to true by default).
Place a trigger nearby and give it an event, set the
same as the tag of the object path and ALL the path points. Whoohoo!!!
Sierra Hotel Falcon One, that falcon topic is now a smoke and hole in the
ground. Now on playing the level you should see the fighter come in and go
out of the level.
GENERAL NOTES
-
MY SETTINGS: Mover Rotation- -16874; All Path
Points- rotation 50, curve speed -300, speedU - .30 for all but two
which was set to .10, sequence numbers were set normally; Object Path-
bAlterYaw true (rest false), RAdjust only yaw set to 18000.
-
BOAT SETTINGS: While making a boat that you want
to see doing all sorts of twists and turns first add in the mover and
then the water. SpeedU is the key to making the boat seem to start of
slowly and then take of. Depending on the size of the river set the
rotation for path point, the reason I'm mentioning this is that don't
give it some humongous value, something like 50 or so should be nice
enough.
-
To put your Falcon (if anyone's wondering, yes
I'm a Falcon4 fan) through a
bombing raid the best way to do it would be to use a dispatcher. Have
the trigger set off the dispatcher along with the other stuff discussed
above. Give suitable outdelays for the dispatcher and under outevents
set a thing factory's tag (have the thing factory connected to a spawn
point - under navigation point - by the same tag); a exploding wall
(both the mover and the effect); explosion chains etc. all going off.
This requires careful timing, but if you set it up straight the fighter
should come in and then it will spawn a war shell, then the wall will
bust and then there will be a row of explosions and the fighter will fly
out.
-
That's all you have to work under these
limitations. What the hell, you didn't expect something like those cool
cars we've seen from pre-release movies in HALO, now did you?.
@#! II. AMBIENT
SOUND
This just produces sounds again and again. Use this
in as many places as you can in your level - the level of reality that it
adds is worth it. It is just like setting the ambient sound of any actor.
Just go to the sounds properties, expand sound choose the sound that you
want to use in the SoundFx browser and hit use. Play around with the
pitch, volume and radius settings. For example if you have a fan in your
level it would look mighty funny if it did not produce any sound at all.
You could place some ambient sounds in and around (this is where it proves
more helpful than setting the ambient sound of the fan actor) and use the
fan sounds. The radius is also very important. I find that very few
mappers (except the pros of course) even bother with ambient sound, but it
adds greatly to the "ambience" of a level so you should use it a
lot.
TIP: After the
placement of all your ambient sound actors and setting their radius etc.
hit the joystick button (so that it is unselected) in the 3dview and fly
around to see how the sounds would "sound in the level". This should give
you an idea of which sounds need their volume and radius
adjusted.
TRIGGERED AMBIENT SOUND
Do I even need to say it. Just triggers of the sound
and makes it play on and on. What is the point of it?. Say you have to
destroy a machine as one of you assault objectives. You could have a
normal sound for the machine, on the machine being destroyed you can have
the triggered ambient sound set off so that it emits a broken hiss (for
such an effect make sure binitiallyOn is false and bPlayOnceOnly is again
false). Nice effect!.
@#! III. BLOCK
ALL
Another nice actor. Just as the name suggests it
blocks anything from passing it. This is affected by the collision radius
and height under collision in its advanced properties. If you were to
place a decoration like a lamp in your level make sure that you add in a
block all in its center. The application is so wide I cant explain
everything here.
TIP: To set the collision radius properly so that
it has the proper reach to it, select the block all, set its radius, go to
the overhead view and in the actor menu choose radii view. You should see
a red circle around the block all, showing the area that the block all
will block. HINT: Even though we don't need it anymore, block monster
blocks all actors found under the pawn menu and lets you pass through,
with the block player doing just the opposite.
IV. DYNAMIC AMBIENT SOUND
This actor plays sounds based on the probability
factor listed by you. - bDontRepeat - Two sound should never play in a
row. binitialllyOn - Whether you want the sound to be playing already.
Meaning when you approach the actor should you hear the sound or should it
start emitting after some time. - minRecheckTime - The minimum amount
of time that a sound will be played before it can be restarted. -
maxRecheckTime - maximum time the sound will be allowed to play before the
next is stared off. playProbability - Higher the number, higher the
chance that the sound will play. Sounds - Choose the sounds that
you want to be played (if you want to hear it in a specified way then use
the sound that you want to hear first then the next one and so
on).
For example I used - bDontrepeat - true,
bInitiallyOn - True, maxRecheck -5, min Recheck - 1, playprobability - 60,
and bats, crickets and swamps for the sound. HINT: Unlike ambient
sound you cant hear the dynamic ambient sound in the 3d view by turning on
real-time (the joystick).
V. a. EARTHQUAKE
Just creates an earthquake. If bThrowPlayer is set
to true the player is thrown around (oh really? I didn't know that! :),
duration - how long the earthquake should last. Magnitude - the size or
the effect of the earthquake, radius - the area affected - both these
values have to be arrived at by a process of experimentation. Have
the earthquake set off by a normal trigger through tags and events.
Remember, this actor only shakes the player.
V. b. CH_EARTHQUAKE
Same values as the earthquake will be present in the
properties sheet. A new value called CH_Earthquake will be added - if you
set this to true it will throw decorations around. Nice to have this in a
room full of decorations, and on entering it have the decorations and the
player thrown around instead of only the player.
V. c. THROW STUFF
Just like the above, does nothing else.
VI. LOCATIONID
A locationid works just like the location string of
a zone info. The only difference being that the radius of the zone name
can be defined and you need not place zone barriers. Great for use in huge
outdoor levels. Just place one into your level and in its properties got
to locationid and you'll see entries for location name and radius. Say you
have a great out door level and you want to call it outside, if you have a
waterfall in the level, you can have a locationid name the place as
waterfall.
VII. SPECTATOR CAM AND QUAKE CAM
Used only in assault end sequences. For complete
information read my assault tutorial on this site.
VIII. THING\CREATURE FACTORY
I'm too lazy to explain this since it has already
been explained on this site (now you know why I left myself a loophole by
calling this miscellaneous). Have a trigger set off the thing factory.
Have a spawn point with the same tag as the thing factory [its located
under navigation point and lets the game know that the thing (could be
some thing like a war shell from projectiles) has to placed or spawned in
that place - you can adjust the way in which it gets spawned by rotating
it in the overhead/ side views].
That's it for this tutorial. If you still want more
information on the other key points or on these key points please email me.
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