Builders helpers for UT Editor

Development assistance and tutorials here.
Nelsona
Posts: 1144
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Thu Oct 15, 2020 4:15 pm

First Post
has been Updated/Edited. There is available another version updated with news of MapGarbage Editor AddOn.
Updates:
- miscellaneous code adjustments;
- Checking PlayerStart rotated at wall;
- creating linked Combos - strings definition more exactly - that need to be connected with paths;
- Places exchanging for two actors - Inventories needs a bit of attention;
- Re-connector InventorySpot-Inventory if was used place exchanging feature;
- Several Stock textures loader.
Extra-details are written in PDF document included.
It's time for fun... Until I'll notice other needs that can be speed-up using a builder instead of spending all life in Editor...
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: 1144
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Wed Oct 28, 2020 9:48 pm

PathsLinker update released - first post has been updated.

Version for November doesn't include news but modifications in Operation Mode.
- After disconnecting path from Point N1 (whatever Navigation Point) to the Point N2 (another Navigation Point), builder will exchange these two nodes. When User wants a complete disconnection of N1 to N2 and N2 to N1 it will gain these nodes ONCE but they are disconnected by setting up bDisconnectN1toN2 twice to True without capturing them a second time, builder does swapping and checking if N2 has a connection back to N1 and/or they can have more than one reachSpec connected - lol, I found such case no worries - no names, no maps, defaming people it's Off-Topic and not nice.
- When we want to connect a Path From N1 to N2 which is connected already, builder won't only show reachSpec already connecting them but it will log Index Number and also will copy data to variable NSpec. This way applying a modification is doable faster without keeping numbers in memory, builder will memorize number for us. We are only putting bModifyReachSpec to True and reachspec with new data is adjusted. Here changing paths it's a bit more easy when situation is requesting such works. Variable is turned off after use for not working twice.
- after testing connectivity of two selected Nodes, feature is turned off - I think are not needed two tests for the same two nodes.
In future such ergonomic changes are expected as long as we don't need to waste time around logic stuff where builder might work automatically.
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: 1144
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Fri Oct 30, 2020 11:35 pm

After adjusting a bit codes in MapGabage and making them a bit more simple I had a recall about some of my old friends which were solving a lot of problems: Teleporters. If MapGarbage does Combo links in seconds I don't see why not having Teleporters links. I was thinking at an ergonomic method of causing URL to Tag connection. Perhaps the quick solution which I did will remain as follows: Select a Teleporter which is Destination, select an option and Hit button for capturing it, select a teleporter Source and some option then hit button for getting linked to Destination - uni-directional in one step as long as Bi-Directional is not always needed but... is doable in the same way. No words written, no double editing, just using ENTER key and Mouse-Clicks.
TeleLinks.PNG
TeleLinks.PNG (10.31 KiB) Viewed 272 times
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: 1144
Joined: Sat Sep 30, 2017 5:03 am

Re: Builders helpers for UT Editor

Post by Nelsona » Sun Nov 15, 2020 2:56 pm

First Post contains now MapGarbage version November 2020.
Update notes:
- Support for adding triggers for Triggered Lift - explanations are in document;
- Support for deleting some PathNodes in overcharges areas - free range is configurable;
- Support for connecting teleporters - logic links are generated for making connections with future paths - these must be done before building paths. Task is doable in two steps without writing words.
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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