Mapping - misc settings, decorations, borks prevention

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Nelsona
Posts: 449
Joined: Sat Sep 30, 2017 5:03 am

Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Thu Feb 07, 2019 5:12 pm

This topic has as audience those mappers who are convinced that they know what they are doing but actually do not know too much, they are even tempted to write tutorials while mistaking relatively basic things.

Let's start with something more or less known.

MH-BoomBoomBridge (as a sample) was a MH conversion capturing attention from some people.
One of the problems that this map has developed - just like MH-GXech - is the scratch spam in these maps causing the destruction of the game, even crashing the server, creating hundreds of actors that have no utility. Decorations that are supposed to be destroyed are set bStatic and/or bNoDelete and continue to create fragments without stopping when a madman has nothing to do and is shooting them for fun.
Spam_notMap.PNG
Spam_notMap.PNG (380.94 KiB) Viewed 88 times
The setup here is entirely hilarious having even a LifeSpan for actor which will never be deleted - this is guessing or just dumbness.
In other circumstances, we have decorations that have changed meshes and that do not contain the original animations for which they were created causing error entries in log files - why this spam after all. FORGET these habits, forget IntroDude, IntroBoss, Boulders and decorations which have their unique purpose not a general purpose.

Code: Select all

class Boulder extends Decoration;
....

function PostBeginPlay()
{
	local float Decision;

	Super.PostBeginPlay();
	Decision = FRand();
	if (Decision<0.25) PlayAnim('Pos1');
	if (Decision<0.5) PlayAnim('Pos2');
	if (Decision<0.75) PlayAnim('Pos3');
	else PlayAnim('Pos4');	
}
This boulder, if has original mesh changed, will never run these animations, but spamming console.

A simple Solution for decorating a map with something really STATIC and immune at spam is

BlockAll - this is not only for covering BSP holes this can be RESIZED and used with "DrawType=DT_MESH" from Display section in Actor properties, after applying a MESH and bHidden=False - desired mesh with desired frame with desired size with..... bla bla....
We can have Vases, Statues, Symbols, Placards, all of them being BLOCKALL actors happily adjusted without any issue, simple as that.
If you want a dynamic decoration able for running several animations programmed or less programmed just ASK HELP. A selfish attitude is not helpful - yes this needs to be written in "mapping" tutorials instead of cheap useless stories.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 449
Joined: Sat Sep 30, 2017 5:03 am

Re: Mapping - misc settings, decorations, borks prevention

Post by Nelsona » Thu Feb 07, 2019 5:34 pm

Chapter 2 - more or less known things about collision cylinder.

We might need to know when our decoration/trigger/etc. might react at a bump/touch problem. Let's see how does our actor looks like:
How_does_it_collide.PNG
How_does_it_collide.PNG (421.4 KiB) Viewed 82 times
A WARNING: for figuring collision cylinder, actor should have in Collision Properties Section bCollideActors=True. If actor has no collision, no cylinder is shown and this actor won't react at "touch" called by engine when is available. You'll be surprised to find how many even old mappers don't have more clue what they do here.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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