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Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my!

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Old 04-19-2006, 05:25 PM   #1
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OSM Level Design

This would be a great place to discuss issues reguarding implementation of this new custom gametype. I have edited this first post with current guidelines for OSM Adventure mapping.

(For an OSM Adventure FAQ, see below at Post #6)


OSM Adventure Mapping Guide


The OSM Adventure gametype is designed for players to "run the gauntlet" among monsters, traps and puzzles to get to the end and win. They are given a limited number of lives and a timelimit, but no goal (score) limit. Players should start out with a limited number of weapons and other powerup items at their disposal. The advercity they face should be likewise limited. As they progress, the monsters, traps and puzzles can get more difficult and the powerups and items they find can get more powerful to help them. At various stages within the map, after the player has achieved some goal, they should be allowed to start from that point, as opposed to starting fromt the beginning again. Monsters, traps and puzzles should be combined to offer more variety, in other words, a simple trap often seems "unfair" to players, however a trap that is combined with a puzzle or a monster can be more interesting. At the end of a singleplayer adventure, use an OSMEndGameTrigger to end the map, either by leading the player to touch it or by using another trigger system (that the player instigates) to trigger it. Note: You can use more than one OSMEndGameTrigger and have different endings for your map, if desired.

OSMObjectiveManager

This actor is meant to handle all aspects of the Objectives players can reach in an OSM map. It is also designed to start an intro matinee cutscene for the map as well as intermediate cutscenes for each objective, if desired. Set up Matinee cutscenes as normal. (Note: Avoid using the SceneManager to trigger critical events to the gameplay, either through SubAction TriggerEvent or the Start/EndEvent properties. Use the SceneManager and the Player pawn AIScripts to trigger "movie only" events. Also, only use the OSMObjectiveManager to trigger the SceneManager. Do not trigger the cutscene any other way to avoid any problems with OSM online.) The OSMObjectiveManager holds a series of optional properties for each Objective, including their ScoringValue, AdrenalineAward, PlayerStartTag (see below), NextObjectiveTimelimit and CutSceneTag. There is an additional option to display the CutScene for that objective in "Bullet Time". These Objectives can only be triggered once and the trigger should be instigated by the player, either directly or indirectly, to ensure adrenaline award, etc. The Objectives can be reached in any order.

Progressive PlayerStart setup

As the player achieves Objectives and reaches a new area in the map, they will expect to be able to start from that point in the level in case they die afterward. Use TriggeredPlayerStarts that will be triggered on/off as the player progresses through the level. An OSMObjectiveManager can handle the toggling of these playerstarts for each Objective reached. Make sure the only TriggeredPlayerStarts that are bEnabled at match start are the first ones. You should place multiple TriggeredPlayerStarts in each Objective's start area, all set with matching Tags to be toggled by the OSMObjectiveManager.
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Old 04-19-2006, 09:43 PM   #2
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Puzzle and Trap Construction Ideas

Although I did not include any traps or puzzles in my test map, I think it would be appropriate to demonstrate some examples. My thoughts are that Movers would be used liberally with simple to elaborate Trigger systems.

Like I mention on the Development thread, these traps and puzzles would be far more interesting if used in combonation. A simple, "Crash!", ha-ha, you got hit with a gate full of sharp spikes and you're dead, is no fun at all. But, put in combonation with a monster or a puzzle, that trap turns into something a little more interesting. You're at a room with two exits and a broken sign post. The sign lies on the ground and says, "Dead End", but it's unclear which exit it was referring to. If you go through one exit, you're fine and continue on, if you go through the other, "Crash!", etc. This may be an overly simple example, but you get the idea.

One trap example and it's technical construction:

Spiked Pit:
A floor has a whole. A mover fits over the whole and is textured to match the floor exactly. Now raise the mover just a tiny bit above the floor to serve as a hint that something is amiss. The Mover is set to StandOpenTimed and the "Open" key simply opens the hole under the player with a MoveTime of 0.1 or something fast. (Decorative) spikes and a PhysicsVolume set to bPainCausing true and DamagePerSecond 300 at the bottom of the hole will kill any player instantly. A trigger can sit at the bottom of the hole to give a message to the dead player. Alternately, the Mover can be set to TriggerOpenTimed and a trigger can sit over the hole and cover a little extra area than the Mover. That way, walking near the Mover opens the hole and gives the player a chance to avoid it at the last moment.
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Old 04-19-2006, 09:43 PM   #3
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Puzzle and Trap Construction Ideas (cont.)

Puzzles are used in a lot of SinglePlayer adventures in gaming. The standard ones I can think of off the top of my head are those found in Myst, various platformers, that Jules Verne game that came out, etc. Button-pushing, lever-pulling, object moving puzzles are common. Here's my suggestion for construction of a simple puzzle, combining it with a monster for interest:

Lever Puzzle:
You enter a room with two exits, both have gates blocking them. Behind one is the obvious continuing path, behind the other is a nasty monster drooling to get its claws on you. The gates both have obvious bars locking them attached to counterweights hanging near them on heavy chains. The counterweights appear to be connected by a series of wires, steam pipes, whatever. In the middle of the room, there is a control panel with three levers, also connected by the wires, steampipes, whatever. It's unclear what the levers do to the gates exactly. ... You have to progress.

For this example, I'm going to say the puzzle works like this:
The puzzle solution will lie in directing the gates via lever pull combonations so that the monster gate stays closed and the other gate is opened. Each lever has an up and down state and once pulled, will remain down for a second and then return up. The levers work like this:

- Lever #1 : Toggles. While down, one of the two lock bars will be opened slowly before the lever returns. (maybe opening 20% more)
- Lever #2 : Activates. While down, both lock bars are opened slowly before the lever returns. (maybe opening 20% more)
- Lever #3 : Toggles. When pulled, this switches the lock bar that Lever #1 will open, but it doesn't do anything else detectable by the player other than "beep".

If either of the lock bars is opened all the way, that gate opens. The player will be able to keep the monster at bay and open the other gate by leaving Lever #2 alone and using Lever #1 & #3 in combonation to open the correct gate. If Lever #1 alone is used, the monster will eventually be freed to attack. The player must keep switching Lever #1 using Lever #3 in order to keep opening the correct lock bar.

Besides the obvious construction of the room, the gates (Movers), the control panel, and the wires, steampipes, whatever, the levers would be static mesh Movers set with an up key and a down key. (Assault has stock levers) The Lock Bars will be Movers set to trigger the gates to open when they are opened. The trick here is keeping track of the lever states. We will use a TriggeredCondition (a subclass of Trigger) to keep track of each lever. A TriggeredCondition can either be toggled or activated (so that it will turn off when unTriggered). A ScriptedTrigger will be used to continually test the lever conditions and trigger other conditions. A second ScriptedTrigger will be used to test the gate conditions and open either of the Lock Bars. A third ScriptedTrigger will be used to simply handle the Lever effect timing. We'll also need to employ an extra Mover and Trigger setup for each gate, so that we can automatically control a Trigger and UnTrigger event for our Lock Bars. Let's define the various components and their settings:

- The Lock Bars are both Movers set to TriggerAdvance, so that while triggered they slowly open, but when untriggered they will stop.
- Likewise, the Gates themselves are Movers set to TriggerAdvance because we'd like them to just open and stop.
- The Levers are also Movers, but set to TriggerOpenTimed. They will remain "open" (or down) for one second.
- A UseTrigger is set to activate each Lever so that the player will pull a Lever with the Use key.
- Lever #1 -> TC1 (TriggeredCondition1)
- Lever #2 -> TC2
- Lever #3 -> TC3
- The TriggeredConditions here are set to toggle and the Lever Movers are set to trigger them once when Opened and again when Closed with a MoveTime of 1.
- ScriptedTrigger #1 will test to see which of TC1, TC2 or TC3 is currently active.
- TC4 is used to keep track of which gate Lever #1 is currently affecting. It is set to toggle.
- TC5 is used to indicate that both gates should be opening. It is set to toggle.
- TC6 is used to indicate a gate should be opening at this time. It is set to toggle.
- ScriptedTrigger #2 is looking at TC4 and TC5 and triggering the appropriate gate to open while TC6 is active.
- ScriptedTrigger #3 will simply time TC6 to turn off after one second.
- One extra Mover (which could also be used as a decorative Plunger in the steam pipe workings) and a Trigger will be used for each Lock Bar. The Mover is set to TriggerOpenTimed with the closed key somewhere out of the Trigger's collision radius and the opened key within it. Set the Mover to a MoveTime of 0 and a StayOpen time of 1. The Trigger is set to ClassProximity with the ProximityClass being Mover. The Trigger is set to trigger the Lock Bar to advance.

To take advantage of a Mover's TriggerControl or TriggerAdvance state via trigger system, we need to get a little creative. Since there is no UnTrigger action to use with our ScriptedTriggers, we will need to use these extra Mover and Trigger setups per gate. So, when we need to advance the Lock Bar, we will trigger a Mover, which will move into the Touch radius of the Trigger and in turn activate the Lock Bar to advance. After a second, the Mover will return to it's closed position and leave the Trigger's Radius, causing the appropriate UnTrigger event to stop our Lock Bar from advancing. Still with me?

ScriptedTrigger #1 will go through a loop that contains a series of ACTON_IfCondition actions to test each Lever's TriggeredCondition.
- If TC6 is active, simply wait a fraction of a second and continue looping. (the lever system is currently in a state of action)
- If TC1 is active, trigger TC4 and ScriptedTrigger #3 (to turn TC6 on and begin the countdown to turn it off).
- If TC2 is active, trigger TC5 and ScriptedTrigger #3.
- If TC3 is active, trigger TC4 and make a "beep" sound.
- WaitForTimer a second. (this just keeps things orderly)
- Loop.

ScriptedTrigger #2 will go through a loop that contains a series of ACION_IfCondition actions to test the other TriggeredConditions.
- If TC6 is not active, simply wait a fraction of a second and keep looping.
- If TC5 is active, trigger both Gates and loop.
- If TC4 is active, trigger Gate #1 and loop.
- Otherwise, trigger Gate #2 and loop.

ScriptedTrigger #3 has a simple sequence to perform.
- WaitForEvent to be triggered by ScriptedTrigger #1.
- Trigger TC6 to turn it on.
- WaitForTimer of one second.
- Trigger TC6 to turn it off.
- If TC5 is active, trigger TC5 to turn it off.
- Loop.

This "simple" example may seem complex, and I guess it kinda is, but the result should be an enjoyable addition to the OSM map. One that offers the player a chance to use a little brain power, count on a little luck, and take a little risk. All fun stuff, in my book.

EDIT: I have posted this test map demonstrating the technical construction (not the decorative construction) of the puzzle on the next post below.
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Old 04-19-2006, 09:46 PM   #4
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The Puzzle Construction Idea post outlines an example of one "simple" puzzle idea. I posted a pic on that post, here's the test map demonstrating it's techincal construction. (definately not it's decorative construction)
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File Type: zip WorkShop_puzzle.zip (21.9 KB, 112 views)
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Old 04-19-2006, 09:49 PM   #5
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Intro and Mid-match Matinees are very easy to do.
Here's AngelMapper's Matinee Tutorial for reference.
Basically, just hit the Matinee button and let the buttons in that GUI do all the work.

OSM SinglePlayer maps should be completely doable now.
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Old 04-19-2006, 10:15 PM   #6
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Post OSM Adventure FAQ

OSM Adventure:

What is OSM?
OSM Adventure is a new gametype that the OSMT toolset brings. It is designed to lead Players to "Run the gauntlet of monsters, puzzles and traps." It is also a gametype that lends itself to telling a story. Along with the use of cutscenes, special effects, and the improved AI of the monsters, this gametype should set itself apart from all others and offer players unique gameplay experiences.

Is this a SinglePlayer gametype or Cooperative?
Both. OSM Adventure was originally designed to be a SinglePlayer, offline-only gametype, but has since evolved to an online-capable gametype that allows more than one human Player. The mapper decides how many MaxPlayers their map will hold and designs the level accordingly.

How do I start mapping for OSM Adventure?
Read the section on Old Skool Monsta Toolz, Mapping with OSMT : Quick Start to set up Ued with OSMT and begin to use it in your custom map. Map as normal, but use LevelProperties → DefaultGametype OSMT.OSMGame.

What theme should my OSM map be?
Literally any theme, any environment, any setting, any time, any place. This gametype is the premiere storytelling gametype, so imagination should reign supreme.

How do I set up a story for my OSM map?
Concentrate on telling a good story, or rather, having the player play a good story. Start them off in some minor conflict, give them small Objectves to achieve. As they progress, ramp up the challenges, make things harder. Likewise, as they achieve more, give them more pieces to the puzzle of the story, give them more to work with to achieve the next goals. In the end, tie all the questions and conflicts of your story together into one final conflict or problem to solve. Make this final conflict the biggest. Once that is achieved, give the player a quick but satisfying resolution to the whole conflict or puzzle of the story and end it. For more on storytelling, search the web, there's plenty.

Do I need to have Monsters, Traps and Puzzles?
You do not really need each of these, but this is what sets OSM apart from other gametypes. It is highly recommended that you combine these elements, so that a trap is combined with a puzzle, a puzzle with a monster, etc. This makes their encounter more interesting and enjoyable for the player.

How do I set up complex Monster behavior?
Very complex monster behavior is possible with OSMT. This toolset is meant to mimic the old skool-style monster support that UT and Unreal gave. That means old-timers will recognize this stuff right away, but it also means there's plenty of info already on the 'net to help. For a quick tutorial, see Basic ScriptedPawn Tutorial on the UnrealWiki. Steven Polge's Unreal Creature Care and Feeding Guide is also a great resource. See also the Monster Manual Notes thread as well as the first post on the OSMT Development thread and the included Manual.

What if I also want to have "scripted" behavior, as in ScriptedSequences?
OSMT includes two key ScriptedActions, ACTION_PossessPawn and ACTION_Monsterize, that can "catch and release" NPC ScriptedMonsters. Either in a cutscene or in mid-game, you can have a ScriptedSequence possess a ScriptedMonster, control it and later monsterize it, to return control back to a ScriptedMonsterController. IMPORTANT: If you go that route of possessing the NPC mid-game, use the included Dummy Pawn as a placeholder for that NPC, by setting its AI→AIScriptTag to the Tag of the ScriptedSequence. Otherwise, the ScriptedSequence will be invalid and be removed at map start.

What are the available animations for these creatures?
OSMT creatures make use of the included UT2004 Invasion creature vertex mesh animations. To view these, you can use the Mesh Browser. (see Toolbar for a picture of the "eye" button) In UT2004, this browser does seem to have a display bug, where if a Vertex Mesh actor is in the map space already, none of the meshes display in the Mesh Browser. So to view these animations, it's usually best to simply open a fresh UnrealEd session and then open the Mesh Browser.

Do I need Bot Support in an OSM map?
It may sound strange to have Bot Support in a SinglePlayer gametype, but yes you need to have a botpath network in place in order to allow proper Monster navigation. Monsters use the same navigation actors as bots. UnrealWiki is again a good place to get info, as is Blitz's Advanced Bot Pathing Tutorial.

How do I set up Puzzles or Traps?
There is no simple tutorial to make these things as they should be completely unique to your map. However, I've posted two examples above on this thread. One for a Spiked Pit trap and another for a "simple" Lever Puzzle. Liberal use of Movers and Trigger Systems is what makes these things work. The UnrealWiki can help with a lot of the issues you may run into. By in large, Puzzles will be far more complex, but IMO far more satisfying to players. Try to combine these elements (monsters, puzzles and traps) together in different ways to make things a bit more interesting.

How can I detect when a group of creatures are dead or when an area is cleared of monsters?
A group of creatures can be set with a common Event that will trigger a Counter. When the counter reaches the number of creatures in that group, the Counter will fire. If you don't know the number of monsters, but need to know if the player is alone, use the included PlayerAloneTrigger, which will only fire if only the player and friendly creatures are within its collision cylinder.

How does the player win?
A player wins an OSM map when they've achieved a final goal the mapper has set. In technical terms, an OSMEndGameTrigger is used to signal to the OSMGame that the player has won. This trigger can be Touched by the player Pawn or Triggered.

How do I set up Objectives?
Using an OSMObjectveManager simplifies most of it. You can concentrate on the points of your story, the level, the things the player needs to achieve. Then, set a Trigger for each of those Objectives to go off when the player achieves them. That trigger is used to signal to the OSMObjectiveManager that they've done it, to signal a cutscene (to tell the player they've done it), toggle new PlayerStarts, give a Score or Adrenaline award, start a timelimit to reach the next Objective, etc. Just make sure the trigger is somehow Instigated by the player so they are properly awarded points, etc. That's pretty much it.

How do I set up a player script to run during a cutscene?
You can easily control the player's pawn during your Objective cutscenes. The SceneManager already has a PlayerScriptTag property to match to your AIScript's Tag. Unfortunately, the stock code for this doesn't work. But as long as you have an OSMObjectiveManager starting the scene, it will force it to work for you. (v.0.961b or later) You need to use a ScriptedSequence and match the Tag to the PlayerScriptTag property for your cutscene, do not use an UnrealScriptedSequence for this purpose. You can set the ControllerClass to either None or ScriptedController, do not use an AIController for this purpose. You can do many of the ScriptedActions in your script, including SetViewActor, MoveToPoint, Crouch, Walk, PlaySound, PlayAnimation, etc. You can use the ScriptedSequence itself as the target for a MoveToPoint or SetViewTarget action. Be very careful not to let the script run longer than the cutscene. Test your cutscene with many variations on player position and status to make sure everything works. Note: Online games omit all cutscenes.

How do I set up a custom DeathScene?
A DeathScene is just another matinee cutscene. It will be played upon player death as long as you match the DeathSceneTag property on the OSMObjectiveManager to the Tag of the DeathScene matinee. DeathScenes are always played in BulletTime. It's a good idea to signal to the player they have died. For that purpose, a "YouDied" texture is included in the OSMTex texture package for the purposes of a CameraOverlay. Note that the distance from camera to carcass is locked and doesn't change, although the camera angle will according to your custom DeathScene matinee. Note: Online games omit DeathScenes.

Are vehicles allowed? Translocators?
Yes, vehicles are allowed by default. Included in the toolset is the TeamVehicleFactory, but you can also use an ONS factory or those made for VCTF. By default, no translocators are available in OSM, however if you want them in your map, just add a NewWeaponPickup and set Pickup -> PowerUp to "Transpickup".

Can I get ScriptedCharacters to drive/ride in vehicles or use a turret?
ScriptedCharacter subclasses can use vehicles or turrets via ScriptedSequences and included ScriptedActions such as ACTION_TryToDrive, ACTION_ExitVehicle, ACTION_VehicleFire, etc. Once driving, they can be directed to ACTION_MoveToPoint to go places or ACTION_SetViewTarget to aim at things. It's not the smoothest implementation of driving, it's mainly available for use in Matinee cutscenes or in other special situations (see OSM-Guide's final stages and the battle between Skaarj and Krall), but it can be used in in-game situations if you're adept at ScriptedSequence AIScripting. The reason this is a little more difficult is because the ScriptedMonsterController expects to be controlling a Monster with a mesh able to Jump, Turn, etc. as opposed to a Turret or Vehicle, which has no such movement animations.

How can I force the player to play a certain Character, have a specified Name or carry particular default weapons at map start?
The OSMObjectiveManager has properties to define the default Character, Name and Equipment (weapons). To define a custom Character, you must have a Character profile set up in an .xpl file in your ...UT2004/System/ directory. When defining equipment, be aware that the property is a string variable type, expecting you to enter items in the format, "<PackageName>.<ObjectName>". For example, XWeapons.LinkGun.

Can I define extra weapons once the player has reached a certain Objective?
The OSMObjectiveManager can allow mappers to define AdditionalEquipment per Objective so that if they die after reaching that Objective, they will respawn with DefaultEquipment plus this AdditionalEquipment. AdditionalEquipment is defined the same way DefaultEquipment is. (see the previous question) However, if you want this addition to be used in all subsequent Objectives, you must explicitly add them to each Objective.

How can I set up a custom loading screen for my OSM Adventure?
To set up a custom loading screen (aka, Vignette) for your OSM Adventure map, you just need to have a texture embedded (myLevel) in your map called "LoadingScreen". To match other stock loading screens, a 4:3 ratio image (say, 1024x768) is used to fill the top portion of a 1024x1024 texture. (So, the bottom 256 pixels will be blank) This is imported to the myLevel package and mipmaps are created on import. Important: This custom image must be used somewhere in the map in order to be saved. It is suggested that it simply be assigned as a Skins property on some hidden actor, like a NavigationPoint.

What should I do "extra" to make my map work as a CoOp OSM Adventure?
Cooperative play requires the mapper to take seriously the limitations of online play. First and foremost, your map should be tested thoroughly for proper online replication, so learn how to Launch A Local Netgame to test as a DedicatedServer. Second, make sure that you have set up your level to allow multiple Players, by setting MaxPlayers, placing enough TriggeredPlayerStarts, providing extra Monsters, Weapons, Ammo, etc. Also, the progressive PlayerStart setup will make the last Objective achieved the active respawning point. So if Players are allowed to split up, when they die, they will respawn whereever the last Objective achieved is. Finally, make sure your map won't frustrate Players by limiting their tactics. If you have a gate slam down after the first Player enters the room, the rest of the team could be stranded. Also, cutscenes do not run online, so make sure the Players will know what to do next even without them. Important: Do not set up critical Events to be fired by a Matinee, because Matinee cutscenes will not run online. Instead, have them triggered by a ScriptedTrigger or the like. CoOp OSM maps require extra thought, more careful design and thorough testing than SinglePlayer OSM Adventures will.

How should I prepare my OSM map for release?
Be sure to include the OSMT files with your map zip file. It is small so this shouldn't be a burden on the end user. Include all the files in their respective folders, including the OSMT.u, OSMT.ucl, OSMTex.utx and the documation .txt files: OSMT_Dev, OSMT_Manual and OSMT_Readme. Without including these files, your map won't open for the end user, so make sure to include simple installation instructions in your map's readme. Example instructions are on the Old Skool Monsta Toolz Development thread, first post.
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Old 04-19-2006, 10:46 PM   #7
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Well instead of a map pack how about a mini SP?
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Old 04-20-2006, 11:37 AM   #8
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A mini SP? Do you mean like a series of maps for a SP campaign?
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Old 04-20-2006, 12:06 PM   #9
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I very much like the idea of a mini-SP in the sense that various mappers take one level (or part of the mini-SP) and work it out, after which everything's linked together. I'd imagine that the general gameplay-outline for a mini SP would be that it's really 1 huge-ass 3 ONS map sizes kind of level, which we can accordingly break up into 'chapters', or levels, each of course in an own style.... like at the end of each level there's a warp gate (like Stargate, or Serious Sam, or TimeSplitters) that warps you to the next section. Something Indiana-Jones-y anyone?
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Old 04-20-2006, 12:18 PM   #10
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I shouldn't have posted the map pack idea here. I would really like this thread to concentrate on the technical aspects of making an OSM map; getting the objectives, AI and stuff to work properly.

Ideas for OSM are cool, but I want to keep those on the OSMT Map Ideas thread. I will move this last discussion there, along with my reply.
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Old 04-20-2006, 12:33 PM   #11
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Thumbs up Level Transitions

For ambitious OSM mappers, there's an interesting article on Level Transitions on UDN, using teleporters to transition between levels, similar to Halo's technique.
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Old 04-20-2006, 12:47 PM   #12
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OSMObjectiveManager use

I have posted a test map that shows off the new OSMObjectiveManager in all it's glory. The link is on the Old Skool Monsta Toolz Development thread.
EDIT: Instead, a better example is OSM-Gauntlet.
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Old 04-21-2006, 11:32 AM   #13
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Please note I edited Post #6 above to be a FAQ on OSM Level Design.
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Old 04-24-2006, 12:18 PM   #14
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Default Player and Inventory

I'm beginning to think the option for the mapper to set a default character, name and inventory for the player is a good thing. While I'm developing a one-stop place for that in the next version, I have posted a temporary method on Lord_Simeon's Wangara SP early shots thread.
EDIT: This is now simplified and handled by the OSMObjectiveManager. See the FAQ in the post above.
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Old 05-01-2006, 08:43 AM   #15
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I'm near done (as a BETA) with Wangara1, the first in the set of the SP tory but i'm having a few issues.

1. I don't want to use Xpawns for every animated scene (except the main intro), how do i call up possesing the actual player with an AI script?
Just simple events like move to, play anim, etc etc.
Not sure how to do this with the actual living, breathing player.

2. Playerstarts. I have multiple in the level, but the often revert to previous ones once triggered. I know in Assault when you set up player spawns you need to trigger the new ones on, and the old ones off.....is this the same?

3. I'm addicted to mapping for this SP gametype. Every moment i'm thinking of some new area / cutscene / monster combination, is there anything that can be done to help me?

Oh, and i'll be posting a BETA of what i have tommorrow via "Yousendit" The link stay sopen for one week, enough time for most peeps in this sub forum to check it out
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