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Project Zephon: Battle for Freedom 2.0 [RELEASED]

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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:27

I've been checking the availables command within the director's script itself, and as far as I noticed there isn't a "changecooplevel" command implemented. The ChangeLevel command for the director has the following script:

Code: Select all

function ExecuteChangeLevel(string Command)
{
    local string URL;
    local GameInfo NewGame;
    local class<GameInfo> GameClass;
    local PlayerPawn M;
   
    // Reset the game class.
    GameClass.Static.ResetGame();

    URL = Command; //$"?Game="$GameType$"?Mutator="$MutatorList;

    //ParentWindow.Close();
    //Root.Console.CloseUWindow();
   
    foreach AllActors(class 'PlayerPawn', M)
    {
        M.ClientTravel(URL, TRAVEL_Absolute, false);
    }
}


So basically, when the Director calls the "ChangeLevel" string the mentioned script gets performed. Now I have NO idea what the *kufc* any of this means, but could the problem be here?

Also MMan, ISTR, changecooplevel is an admin command to change a level of a server, right? Not sure if it will even work in SP.

---
EDIT
---

Could it be the level game type of the intro level the fault? The DefaultGameType is set to Class'UMS.MovieInfo', is there a problem in its script?

Code: Select all

//=============================================================================
// MovieInfo.
//
// MovieInfo is a game with no rules, no way to win or loose.  It lets
// you just run your movie in a given level.
//=============================================================================
class MovieInfo expands GameInfo;

event playerpawn Login (string Portal, string Options, out string Error, class<playerpawn> SpawnClass)
{
   local PlayerPawn P;
   
   SpawnClass = class'MoviePlayer';
   P = super.Login(Portal, Options, Error, SpawnClass);
   P.HUDType = HUDType;
   P.myHUD = spawn(P.HUDType, P);

   return P;
}
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"Good, we can attack in any direction."

User avatar Buff Skeleton
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:44

"switchcooplevel" is the command that retains inventory, but that doesn't necessarily retain difficulty unless you append ?difficulty=# (where #=0, 1, 2, or 3 for Easy, Medium, Hard, and Unreal, respectively).

You probably need to do something like this:

Code: Select all

if(Level.Game.Difficulty==3)
   switchlevel mapname?difficulty=3;
else if(Level.Game.Difficulty==2)
   switchlevel mapname?difficulty=2;
else if(Level.Game.Difficulty==1)
   switchlevel mapname?difficulty=1;
else if(Level.Game.Difficulty==0)
   switchlevel mapname?difficulty=0;


But don't actually do THIS because my code sucks and it's probably wrong, and there's probably a way to just define a local int and get the current difficulty and then do like "if difficulty==CurDifficultyLevel switchlevel whatever?difficulty=CurDifficultyLevel;" or something.
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User avatar Jet v4.3.5
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:48

Well, imagine a cube that's 256 width, 256 length, but 512 hight, and the walls are black. I'm sure there's already a 256^3 cube with the playerstart already in it, but you can vertex-edit it down if need be. Of course, this would also require a rebuild if you have problems with rebuilding. In the middle of the elongated "tall" cube room, you put in a mover as a floor, and the playerstart is right above this mover for the player to land on. So the box is now separated into two rooms and the separator is a mover. In the lower room you should put a teleporter to the next level. When needed, you can tell the director to cause the event that triggers the mover (which would only need two keyframes. One in the middle of the cube, and one resting on or going below the floor of the full cube.) Then, if it goes right, the player will be on the mover, standing, and the cutscene will go through its run, then the mover will be triggered, causing it to move itself and the player down onto the teleporter, which should send you to the next level like normal rather than using the director's level-switching function, which should, if I'm correct, allow the difficulty to travel to the next level.

EDIT: Might be good to use Waff's method if all else fails.
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 18:42

OMG I get it now Jet! Thanks for the idea! I'll try to give it a go and tell you how it went! \o/
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"Good, we can attack in any direction."

User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 19:15

It works Jet! I can't believe I didn't think of this myself :P Thank you for the help!
"Sir, we're surrounded!"

"Good, we can attack in any direction."

User avatar Jet v4.3.5
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 19:27

No problem.
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 08 Aug 2010, 18:16

In case anybody cares, we are still alive \o/ I'm just waiting for Mister_Prophet to finish his run of the second beta. After that I'll release the new version. I'm giving it one last run-through myself, just in case. So keep your fingers crossed :D We're almost there.
"Sir, we're surrounded!"

"Good, we can attack in any direction."

User avatar Semfry
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 08 Aug 2010, 20:16

Is only Proph testing the second beta?
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 08 Aug 2010, 21:57

Him and myself. I didn't think anybody else would be up for another run and I don't wish to burden people :) But if you're interested send me a PM :)
"Sir, we're surrounded!"

"Good, we can attack in any direction."

agrund
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 12 Aug 2010, 16:26

This project sounds great. As a rare Mac Unreal person, I hope it will be made available as a compressed files archive, not solely as some kind of PC .exe installer. Just a suggestion. Thanks for your effort.
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 13 Aug 2010, 07:26

Zephon has never been featured as a .exe installer, it will only be compressed as a .rar archive :) I have a MAC at home myself and was thinking of giving Zephon a try on a MAC before release, but I don't have the mac version of UT unfortunatelly.
"Sir, we're surrounded!"

"Good, we can attack in any direction."

User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom 2.0 [RELEASED]

Post Posted: 17 Aug 2010, 03:06

Released. Check first post for download links and information.
"Sir, we're surrounded!"

"Good, we can attack in any direction."

User avatar shawnd123
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Subject: Re: Project Zephon: Battle for Freedom 2.0 [RELEASED]

Post Posted: 17 Aug 2010, 13:09

Awesome 8)

Edit: wait, I haven't been around on these forums much lately. Is this the legit and fixed Project Zephon that I've been hearing about?
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User avatar ividyon
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Subject: Re: Project Zephon: Battle for Freedom 2.0 [RELEASED]

Post Posted: 17 Aug 2010, 14:18

Do check the first post! :P
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom 2.0 [RELEASED]

Post Posted: 17 Aug 2010, 14:23

-Shadow- wrote:Awesome 8)

Edit: wait, I haven't been around on these forums much lately. Is this the legit and fixed Project Zephon that I've been hearing about?



lol yes :) I was one of the original developers, contributing the storyline and one level.
"Sir, we're surrounded!"

"Good, we can attack in any direction."

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