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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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#16 |
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beep...beep....beep...
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I recently tried it in MOV-Solaris and it works pretty easily.
You assign a material to overlay, then assign a time on and off for it. I just used font on a masked background for the material. Something like that with a custom texture would be handy so we can all make our various "you died" messages....heh heh ![]() With the Hourences HUD overlay, i tried it already in a map but it has no on and off. You assign a material in the MyLevel browser with a certain name and the MUT calls this as the overlay 24/7 while your playing. Also, it doesn't work in AS ending scenes (which is what i wanted to use it for). If it could be triggered and used with multiple textures it would be handier, but the way it is now it's a bit unusable IMO.
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#17 | ||
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Registered Monkey
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I'll try this out soon, maybe we can have this in place for the next beta release. ![]() ... LOL. "You Died."
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#18 | |
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tagged and bagged
Join Date: Feb 2005
Location: New England
Posts: 750
Downloads: 4
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that kind of thing may or may not work for our puzzles, depending on the map... if somebody hits a wrong button and gets crushed by a trap, the next guy knows what not to do. there are many ways, however, of defeating this (if it should become a problem in the first place, in others it might actually be a good thing have the "answer" to a puzzle/trap change whenever it kills somebody, make it so that only one person can enter the room at a time (though this doesn't rule out chat) or split players up: a room with 60 cubicles. once somebody enters, their door closes fast enough to kill any following behind. the puzzle is the same in every cubicle but nobody can see what you're doing and chat is slow and unreliable, so this can add to the dificulty a little bit. it might be a good idea to make the first puzzle to be solved also unlock all the others, so you don't have one guy who can't figure it out.
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the next big thing "the skaarjcrusha fund is to help poor dino prostitutes who have to sell their bodies just to make ends meet like in your avatar. beautiful that you would devote yourself to such a cause, i am truely touched."-Mathlete |
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#19 |
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beep...beep....beep...
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Yep, sure is
![]() It's in Sub Action Camera Effect. Once sub actioned you get a choice of motion blur (which doesn't work in UT2004, it did in UT2003 though) or Overlay. I don't know what start alpha and end alpha do, but the main parts are -overlay material -disable after after duration - true or false -delay -duration ![]()
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#20 |
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Registered Monkey
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That's super easy.
EDIT: BTW, StartAlpha and EndAlpha will fade the overlay over the duration. To fade both up and down, two subactions are used: one to fade up (StartAlpha 0 & EndAlpha 1) and one to fade down (StartAlpha 1 & EndAlpha 0). Both have to be disabled after duration. I'm going to set this up for the next version. A cutscene called, "DeathScene", if it exists, will be triggered whenever the player dies. A length of time will be specified to allow the scene to play. The mapper set up a matinee SceneManager with the "DeathScene" Tag and will give the InterpolationPoints and LookTarget some other matching Tag to identify these key actors, maybe "DeathPlayer". Then, when the player dies, these actors will be centered on the player's corpse and the DeathScene will play. The mapper will be able to set up a unique overlay, but maybe I should include this as a default. ![]()
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 04-22-2006 at 12:21 PM. |
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#21 |
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Mapper in trouble
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Yup... that one looks really cool
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#22 |
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UP Regular
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You died. ![]()
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Shoot to kill, aim to please. First to join Club Mathlete! |
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#23 |
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"Radiosleepswiththefishes"
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so talk to me about sounds and music, been wanting to do some less beat based music and some nice soundscapes/panpipe sorta stuff...
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Shrunken heads for all occasions! Collect them, swap them, give them to your witch doctor friend! victorian bushfires appeal 2009 For the cause comrades!! |
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#24 |
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beep...beep....beep...
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That's exactly what i was thinking SuperApe.
![]() At least with the default, if people want to change it they can, but that looks like what i was planning on using anyway ![]() Crim, yeah defantely do some tunes. I want to keep mine like Cruciatus / HalfLife with burst's of music at set events, short tracks that pump you up then fade out after a minute or so. Maximum impact stuff, but eery and moody in themes.
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#25 | ||
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Registered Monkey
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EDIT: BTW, SubAction MotionBlur does indeed work. It's a little counter-intuitive, because in the BlurAlpha field, less is more, as opposed to the StartAlpha and EndAlpha fields which show nothing at zero. Go figure. It looks very cool and I can see where all those "Special Combo Move" cutscenes come from in fighting games. It looks exactly the same. ![]() EDIT2: It's working 90%. The problem is there is a locked camera distance from the player upon death. Without creating a whole new PlayerController class, I'm having to try to read the distance between camera and LookTarget in your DeathScene matinee and set that each Tick(). That isn't working yet, so while the angle of the camera is the same as your matinee, the distance will either be constrained by the level geometry or the maximum camera distance, and it will not follow the distances your matinee reflects. IOW, it kinda looks like the motion you set up for your DeathScene, but not quite.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 04-24-2006 at 03:55 PM. Reason: Progress on DeathScene & new pic |
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#26 |
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beep...beep....beep...
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Ah......didn't know that SA.
I used it once in UT2003 and it worked no problems, tried the same in UT2004 and i couldn't get it going. I thought it was disabled. This could come in handy for some different cutscenes, also the slow time sub action too.....heh heh ![]() Going to work on it today and i'll have a few screens later to show off ![]() I'll start a new thread when i got something to show.
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#27 | |
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#28 | |
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Registered Monkey
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Specifying the default player character
Lord_Simeon wanted this on his first OSM map; the ability to specify and force the player character model (possibly the name too).
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EDIT: At the same time and in the same place, there should be an option to specify alternative default weapons and inventory. A temporary method for this is further described on the Spawning Weapons thread.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 04-24-2006 at 11:00 AM. |
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#29 | ||
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 04-27-2006 at 08:24 PM. |
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#30 | ||
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Registered Monkey
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In fact, there's lots coming in the version tommorrow: (preview of changes so far) Miscellaneous Actors added: - ExclusionTrigger - RandomTrigger - TeamVehicleFactory - VariableTimedMover Features added: - OSMObjectiveManager now also enables a mapper-specified DeathScene matinee to be played upon players death, which will center on the player corpse. - ScriptedMonster now includes GoodieDrop property to set pickups that will drop when the monster is killed. - Warlord now includes a bTacticalTeleporting property which enables teleporting at will. (True by default) What works: - Krall Strike attacks fixed. - Warlord Mutilating state now ends with AlarmTag behavior, if set, once player is detected. What doesn't work: - DeathScenes have a locked camera distance from the player corpse and will not follow the distance from LookTarget set up in the DeathScene matinee. I may also try to add the default character, name and weapon code in the OSMObjectiveManager for tomorrow.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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