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Does anyone do Unreal Level design?

RemingtonRemington Registered User regular
edited December 2007 in Help / Advice Forum
Okay, I'll try to make this quick as I don't know if anyone's going to be able to help. If not, we can just let this sink into oblivion. *EDIT* Okay, that wasn't quick at all. Sorry.


UT2K4:
The story is, I recently graduated with a degree in Game Art and Design. We learned the Unreal editor to a decent extent but never got really in-depth with it. I have a friend who is studying in psychology right now and is doing a study on the effects of violence in videogames! Naturally, she came to me for help.

What she wants is two different versions of the same map. 1 is a non-violent version where there's a bunch of targets scattered around a warehouse area (nothing too pretty, this is for SCIENCE, not fun). The other version she wants is a violent version. The targets are replaced with human characters.

Since she wants it to be violent as possible (and because no variable can change other than violence vs non violence) the human characters all need to insta-gib. A 1-hit kill is crucial and an insta-gib would provide the much needed violence factor. Some of the characters/targets are tucked into impossible to reach areas where a grenade is required to kill them, so simply making the game insta-gib wont work in this case.

So here's what I have and what I need.

Nonviolent map:
Totally finished. The targets glow red throughout the level and when they're shot, they "go out." She's played it, showed it to her professors, it's good to go.

Violent version:
Pretty much havent started (but obviously the map layout is finished).

The problem is I don't know how I'm going to make the characters all insta-gib on one hit. I can place pawns in the level (basically a retarded BOT that doesn't do anything) and I can put a clip around him so that he doesn't move away from the target area, but thats as far as I've gotten. I did make a test map with a BOT in it. I surrounded him with shoot-able triggers so that when the player shoots at him, it drops a rock on his head so fast that you can't see it, and it gibs him nicely, but there's a few problems with this:

1. If some stupid player gets on the BOT's head and shoots down, they're going to kill themselves.

2. The way triggers are set up, I'd have to go through, make all the names match on a ton of triggers, and basically make a super inefficient insta-gib map.

Here's a video of the test map in action, in case anyone's interested (the door mechanic was an early idea that we dropped because it complicated things too much for me and the test subjects alike):

http://www.youtube.com/watch?v=5CV8ADT6cJk


And yeah, I messed with some actor variables to make him a blood geyser. I left it in there as a joke to my psychology major/friend.

THE SHORT VERSION:

I need to make an actor that I placed in my UT2K4 map explode when shot a single time by the Assault Rifle's default and alternate fire.

I checked the UnrealWiki and it's been largely unhelpful for me. Even a solution such as a console command would be totally fine.

Remington on

Posts

  • aesiraesir __BANNED USERS regular
    edited December 2007
    There should be a startup txt file that you can adjust to adjust values of different weapons. Just turn up the weapons damage to 999999 or whatever. Should be a console command as well.

    Try asking on the community forums for this kinda stuff http://utforums.epicgames.com/forumdisplay.php?f=249

    aesir on
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