Totem Arts Staff Madkill40 Posted September 10, 2017 Totem Arts Staff Share Posted September 10, 2017 So many of us have wondered how nBab built a mutator in his map CNC-Fort which made the airstrip drop vehicles from up high, as opposed to flying so far down. Can anyone make heads or tails of how this work? Or how they are integrated into a map to work? @kenz3001 @Schmitzenbergh Quote Link to comment Share on other sites More sharing options...
Agent Posted September 13, 2017 Share Posted September 13, 2017 I want to say you'll want to look at PurchaseSystem, but those mutators may need to be rewritten or refactored in the future. 1 Quote Link to comment Share on other sites More sharing options...
KrypTheBear Posted September 13, 2017 Share Posted September 13, 2017 Spoiler: It's in the VehicleManager. That decides the precise drop off location for purchased vehicles. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted September 13, 2017 Author Totem Arts Staff Share Posted September 13, 2017 (edited) 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 September 13, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
KrypTheBear Posted September 14, 2017 Share Posted September 14, 2017 4 hours ago, Madkill40 said: -snip- I wasn't joking when I said "IT'S IN THE VEHICLEMANAGER". I literally implemented a week ago harvesters spawning at locations other than wf or strip. Just look there. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted September 14, 2017 Author Totem Arts Staff Share Posted September 14, 2017 45 minutes ago, KrypTheBear said: I wasn't joking when I said "IT'S IN THE VEHICLEMANAGER". I literally implemented a week ago harvesters spawning at locations other than wf or strip. Just look there. Don't just assume that I know what I am doing with the file. Quote Link to comment Share on other sites More sharing options...
Agent Posted September 14, 2017 Share Posted September 14, 2017 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. Quote Link to comment Share on other sites More sharing options...
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