Game Development Reference
In-Depth Information
2. You can now click the green buton to add muliple start point slots, and then
connect them to path node using the Point parameter, just like you did with the
Jump Ta rget on the jump pad.
Next, let us look at the Lit ( LiftCenter: / LitExit )
Basically, the lift pad is an InterpActor controlled by a mainee sequence, so that it moves
up and down on a imer, or it could be triggered through Kismet to move when the player
steps on it. A LiftCenter: is a part of the path network that lets bots actually use your lift. It's
atached to the InterpActor (under the LiftCenter: properies, Atachment | Base ). Ataching
the LiftCenter: makes it follow the InterpActor's movement. LiftExits are the other important
part of the path network. They have a MyLiftCenter variable, which you need to point at
the LiftCenter: :
Next, let us look at the Vehicles .
Vehicles are very easy to add to a map.
Go into the Actor Classes window and open up Vehicles . Select the vehicle type you
want, right-click and add it to the level.
In a VCTF or War game, the vehicle's team will automaically be determined
by who owns the objecive node it's closest to. So, if it's placed closest to
the blue team's flag, it'll belong to the blue team.
In a Deathmatch game, any bot will atempt to use the vehicle.
Of course, you need to make sure your level has spaces wide enough for the vehicle
to pass through.
If you want to place a vehicle boost pad, select UTVehicleBoostPad from the main
Actor Classes menu (not under Navigaion point) and add it to the level like normal.
A semi-transparent box with a scrolling texture will appear. You can non-uniformly
scale it to get it to it the area you need.
Remember to make it extra tall if you want it to affect flying vehicles.
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