Jump to content

The nBab Query


Madkill40

Recommended Posts

  • Totem Arts Staff

The thing is, when you open up the map Fort with the SDK there is no clear indication to how these scripts are activated...

But in-regards to .uc files...

https://docs.unrealengine.com/udk/Three/MasteringUnrealScriptBaptismByFire.html

https://docs.unrealengine.com/udk/Three/DevelopmentKitFirstScriptProject.html

https://docs.unrealengine.com/udk/Three/MasteringUnrealScriptPreProcessor.html

This query just got a whole lot deeper, there may be more possibilities open for maps to come with standalone features, once made these features can be duplicated to create a wider variety of maps and engaging better replay'ability.

No kismet necessary.

@Agent "Look at" in what sense? I dunno how to use these.

Edited by Madkill40
Link to comment
Share on other sites

Yeah so for loading, Fort actually has the mutator hardcoded to get loaded in the game client. However you can theoretically place a mutator object in the level, which should work to some degree. I meant to look into this and make a tutorial some time ago but never got around to it since it wasn't an immediate major issue.

A lazy solution may also just be to add a map setting I guess to let the level load an array of mutators. We'll see.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...