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• If you want to change the collision or mesh of the a staticmesh you also have to convert it to a mover.
• Collision for mover are a bit tricky, for most mover best is no collision/block weapons, and do the real collision for your character with a dynamic blocking volume, like adequatex said.
If you want it to collide with almost everything you have to check "NotifyRigidBodyCollision" and set collision to "block all"
1. I don't think this is the right spot to ask this, but i don't have a problem with this.^^ You can ask this stuff always directly.
2. It's not hard to implement if you stay the easy way with movers. Also you have to learn it for some kinds of dynamic options in your maps.
Everything AdequateX said is right. But maybe missing out some basic points, which are pretty obvious if you had done it once before.
First of all you have to create some sort of floor -> right click "convert to mover"
Then open Unreal Kissmet (right of the Content browser).
right click "new matinee" -> double klick it
Add new empty group, and name it "mover"
Under this "add new movement track"
-> Add Key points at the start and end of the matinee. And klick on the second point to activate it. Then mover your "mover" to the spot i should.
So you would connect the matinee data and the dynamic blocking volume in kismet and have a trigger actor in the world and in the kismet as your switch to activate the matinee track and blocking volume.
A single axis matinee track is probably the easiest thing to do in unreal matinee.
Also dont forget to set the collision on your mesh as when you convert it to an interp factor it sets the collision to "no collision" you need to set it back to "block all".
Though you can just hide behind the barriers when hurt and heal up, which makes it pretty easy. :P But I only played it solo, I can imagine it'd be A LOT harder with other players, since every time they get hit with a rocket it'll damage everyone near. And if there's player collision, it'd be tough to fight for cover.
One thing I think would be cool is if the area was wider with barriers that go up and down. That way it'd be like HuskDodgeBall, only doable, heh. But I can imagine that would be problematic in a 6 person game, especially if there's player collision.
Stoked to try this out on my server with a group!
i might try and do something as simple as a skyrise hotel with multiple rooms, if that sounds simple enough :o
i appreciate again your help, as id like to get as creative as all the other modders on here ^^
I posted the time i spend on each project in my map collection. Its inclusive learning sdk stuff
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1388502191
But i would really recommend, don't build a to big project on the start. Especially for optimizing you won't do you a favor.
Just make something with a terrain (e.g. Snow Forest / otherwise it will be one of my next projects^^) or a map with 2 small areas and a fix teleporter this could be easiest way to learn many things at once, like
"optimal draw distance"
"indoor/outdoor Lightning" & "precomputed shadow".
If you have any question, don't hesitate to ask.
and, i'm a server host and I have included some of your maps.
@ Zeds can not be moved from the bridge connecting the buildings to the building.
But really, I never even finshed Crysis 1. And Crysis 2 is not in my Library so far.
Maybe i will add a few more forced paths so they will seperate a bit more.
Thanks for the response;
@PKanadian, you are right they will stick in 3 places. They want to come to your roof but there is a physvolume that forces them back. This is the only way they will really go this way and you can fight. If i don't make a "path" from their building to the PlayerBuilding they wont move anywhere.
Farming on this map.... yes, is possible, but as it is a really special map there is always a way to abuse this. But these are the same kind of players who level up on leveling maps, and they don't matter.
Would be nice to have a little more real-estate for team-play. Additionally; all the zeds seem to clump up into one or two spots if you stick in cover for a bit. I can see people abusing that for farming Demo levels with C4.
Thats much longer than i ever seen.
On my side, even on Server tests there are just 1,2 times where the number increases for one zed. But this happens on many workshop maps i've played.
Official ones SantaWorkshop is the only one i'd seen it so far.
So its only happening to 12 at you side and on sui and hoe...? This is weired.
As far as i know there is no way to make special options for single difficultys.
This is something i can't fix, it's depending on the Spawnsetting TW offer. Also happens from time to time on SantaWorkshop. But it shouldn't be a big problem, generally it only affects a few Zeds.