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PostPosted: 27 Mar 2012, 08:16     Post subject: Mr Pcube, gets the best new actor, of the decade award !
Skaarj Elder
Skaarj Elder

Joined: Dec 8th, 2007
Posts: 1288
Pcube wrote:
redeye wrote:
did you guys fix if a counter can be reset? maaaaaan that is a huge thorn in the side since you need to do an array of dispatchers and triggers and events.Or did you make some other actor that took it's place.?


I put together that actor I was describing earlier.

1.) Place the PropertyChanger in the map near the thing to be altered (the Counter) -- it's under Triggers
2.) Set the PropertyChanger's Event = Counter's Tag
3.) Open the PropertyChanger's properties and go to the PropertyChanger tab
4.) Set Property=NumToCount and Value=#
5.) Set the PropertyChanger's Tag = the Event of some trigger that you want to reset the Counter's countdown value (this trigger is the Resetter)
6.) Touch the Resetter and you will see that the Counter's NumToCount is back to the value you specified in the PropertyChanger

My instruction writing skills are in the toilet so check out the enclosed example map as well.

File: Property Changer
Compatibility: ALL Unreal & UT versions




Man this thing is the most useful awesome actor EVER !!! wish I had this a long time ago .

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Last edited by redeye on 27 Mar 2012, 08:39, edited 1 time in total.

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PostPosted: 27 Mar 2012, 08:27     Post subject: Re: Pcube, best new actor of the decade award !
Skaarj Elder
Skaarj Elder

Joined: Dec 8th, 2007
Posts: 1288
I got two buttons instead of your triggers, a dispatcher, made it so one mover is trigger opened and won't switch or move until I tell it to from the other counter button.At the same time between the counter and counter mover I have triggered lights changing from red to green, trigger toggles, representing my counter button mover is over, but the reset is on(green) and will now move, and the cycle can continue.

Used another property switcher for a placed skaarj, upon reset (or could be another event time), changing attitude to friendly to hate.

This actor really allows so many things that can be done now without that clumsy monstrosity of trying to daisy chain counters, dispatchers, triggers, and without event-tag hell.

Now i am going to tinker with thing factories, and other things I always wanted to try, possibilities are endless.In this way you could do like a pyramid of counters, and pick off any counter for the number you may need, then start over without restarting the map.

Excellent job man. !! and will get in any credits in a map from me.

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PostPosted: 27 Mar 2012, 22:45     Post subject: Re: Mr Pcube, gets the best new actor, of the decade award !
Banned
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Joined: Mar 10th, 2009
Posts: 45
Upon reading the title of the thread I thought it was going to be about talking smack about me but I'm pleasantly surprised to see that it isn't. lol

np at all though. I used to map way before I even touched code so I feel the whole desire for interesting map aiding scripts that open up lots of cool possibilities. Code used to always amaze me and I'd use it as a magical black box which was basically like playing with a new toy so I know the feeling. Though, sadly some of that charm is lost once you become aware of how the code actually works. :p

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PostPosted: 28 Mar 2012, 01:06     Post subject: Re: Mr Pcube, gets the best new actor, of the decade award !
Skaarj Elder
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Joined: Dec 8th, 2007
Posts: 1288
No, no joking around, even if it doesn't work for every property is a non issue.

Say a maze, you need to jump though three triggers, or open a series of movers after a given goal, or a mover that must trigger several times.With the old method the total level would be borked and just have to start over, the whole map from the beginning.

It just conforms to the way i think, imagine programing without a for next loop, well the same thing here, or no If-then,

Here it could simply be, if I jump through 3 triggers then open door, if failed, reset the for~ next and try again. The old way is this insane branching of counters being serialized trying to trick your way though half hazard hoping and praying you didn't miss one trigger, then not knowing if you missed a trigger or if you made the map wrong.

I think you could now make some sort of timer as well, for things, if it don't work just go back and press the reset button.

Or a mover sequence, say you need to find all secrets to open the exit, if you died or one tag-event was out of sequence from a dispatcher you are never sure if it was playing by missing a trigger collision or one event was out of sequence.With this it won't matter which tag comes first.

I mean that is just a tiny bit I can think of right now.I am sure others have worked with the way things are now, but for me, especially the reseting a counter, I can think more clearly on how to actually finish the dang thing.That one shot counter thing was a huge problem, even for DM maps, or traps, or effects.

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