A little feed-back. I'm having some clue about how do FlagBase vs CTFFlag are working.
For me it's surprising to see Red Flag having Cola Skin as long as default FlagBase is changing Skin when it comes to Team 0. If exist a solution which I'm not aware about, then this is good... (MultiSkins forced). Else, Flags are created in game, as result they are looking as in original... ignoring all Pepsi, Coke, and all those having nothing to do with UT stock.
Code: Select all
function PostBeginPlay()
{
...
if ( Team == 0 )
{
Skin=texture'JpflagR'; //Is changing Skin for Red
myFlag = Spawn(class'RedFlag');
}
else if ( Team == 1 )
myFlag = Spawn(class'CTFFlag');
myFlag.HomeBase = self;
myFlag.Team = Team;
}
Then... I wrote something for such map (original in stage) a MyLevel Actor supporting custom skins for Flags - I'm talking about FlagBase and CTFFlag together not only what we see as Flag placed at Home which in fact is FlagBase. I got Flag Carrier holding exactly Flag as it should look like. Even in screenshots with Flag Carriers I don't see those custom skins which... are nice for this theme in end.
Code: Select all
class FlagPoint expands Keypoint;
var() Texture RedTexture, BlueTexture;
event PostBeginPlay()
{
InitialState = 'Skinning';
}
function SetRedFlag()
{
local FlagBase F;
local CTFFlag Fg;
foreach AllActors(class 'FlagBase', F)
{
if ( F.Team == 0 && RedTexture != None && F.Skin != RedTexture )
{
F.Skin = RedTexture;
log(F.Name@"set with skin"@Redtexture,'FlagPoint');
continue;
}
if ( F.Team == 1 && BlueTexture != None && F.Skin != BlueTexture )
{
F.Skin = RedTexture;
log(F.Name@"set with skin"@BlueTexture,'FlagPoint');
continue;
}
}
foreach AllActors(class'CTFFlag', Fg)
{
if ( RedTexture != None && Fg.Team == 0 && Fg.Skin != RedTexture )
{
Fg.Skin = RedTexture;
continue;
}
if ( BlueTexture != None && Fg.Team == 1 && Fg.Skin != BlueTexture )
{
Fg.Skin = BlueTexture;
continue;
}
}
}
state() Skinning
{
Begin:
Sleep(0.1);
Loop:
SetRedFlag();
Sleep(2);
GoTo('Loop');
}
This Non-Static KeyPoint keeps tracking of CTF specific actors with no problems letting original code to run and coming later at poking skins.
NextStage: Miscellaneous tweaks
Path-Net in UTDMW map has... over 3000 reachSpecs with breaks and borks. When "Lord" whatever is taking a break, it causes the same issue as in UTDMT case - BLOCKING TEAM. It's seriously annoying...
Let's say original map adjusted with some smarter AlternatePath actors, smarter InventorySpots for those Vials, paths linked properly - makes a nice game. There is not even needed those settings for visibility and DistanceViewTriggers because... map reduced in paths does works properly. Actor delegated with skins is compatible even with HalfCTFTime mutator switching bases... everything stays properly as it should - using only 628 reachSpecs for navigation network.
I think - because of theme - I will use an adjusted original version because these "BIGS" are not what I want, I was expecting more action after all.
Defense Setup -
SightRadius 20000
What !? Distance between Flags is under 11000 UU. Why would I force Engine to boost Pawns at these useless values ? If we have DistanceViewTriggers definitely these should have decent values.
If All testing demonstrates a map in good state I think I'll throw it in MonsterGamingServer without any UTDMW or such, there my monsters are in charge.