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We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


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  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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How to place down an array of objects such as pylons

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  • How to place down an array of objects such as pylons

    Hello. If you read my first guide and learned how to use the udk/sdk through the video tutorials I linked, then I think you are ready for this one!

    This tutorial will teach you how to place an array of objects down such as pylons. It can help you place a lot of pylons, emitters, or static meshes in a nice array. The tutorial will be using an external program called the UDKLayoutTool. It is able to layout randomized objects but for this tutorial we will be using an array. An array is basically objects arranged in rows and columns. Think of a multiplication table. It has 10 rows and 10 columns with numbers in each box. That is an array.

    First lets download the tool. You will need winrar or 7z to extract the contents.


    Here is my large terrain. I will be placing down pylons for bot support. I don't want to place down pylons manually. That sucks.

    Spoiler!

    Lets measure out the terrain. Go to the top viewport and drag with your middle mouse button to use the ruler tool. My terrain is 40000 by 40000. Pylons are 4000 by 4000 so I need 100 of them. Am I really going to place 100 down manually?

    Spoiler!

    First open up that content browser and and select (1) pylon. Then right click and (2) Add Pylon Here. 99 more to go...? Nope. Don't forget we are using the UDK Layout Tool today. So select your pylon and right click and cut or you can use ctrl+x. We do this because the UDK Layout Tool generates objects based on what you just copied or cut. Then once it generates objects it places it in your clipboard. This means you can paste your new array in your map once you generate something.

    Spoiler!

    Open up the UDK Layout Tool and we are going to change some parameters. The first row (3) is the translate input. It controls how much you are going to translate in the x y and z direction. So because the pylons are 4000 by 4000, we'd want to translate them 4000 in each direction so they fit perfectly right? Unfortunately that means they won't overlap and that is required for pylons. So I used 3800.

    Next you only want to translate in one direction at a time. If you use both x and y then you will end up with a diagonal instead of a straight line. So only check (4) X under the Continuous Modifier for Translate.

    You want 10 copies because the x by y of your terrain 40000 by 40000. We are translating each object by 3800 so 10 is a good number.

    Hit (6) generate objects.

    Spoiler!

    Remember we only generated 10 pylons in the X direction translated 3800 for each object. We still need the y direction. We can copy it 10 times in our map to do 100 but it is easier to use the UDK Layout Tool. Remember that the 10 pylons translated by 3800 in the X direction is in our clipboard and the UDK Layout Tool generates objects based on what is in your clipboard.

    So with that in mind, all your settings are correct except for the continuous modifier. You will want to uncheck (7) X and check Y. Now it will copy the row of pylons you made 10 times in the Y direction.

    Spoiler!

    Next right click on your terrain and select (8) paste here. Don't select paste, that means it could go anywhere on your map and we don't want to go around searching for it.

    Spoiler!

    Now use the top viewport to move the pylon array and center it on your playable area.

    Spoiler!

    Use the 3D viewport to drag the array into the air or along the positive Z axis. We want the pylons to be floating for the next step.

    Spoiler!

    See how the pylons are floating? We want them to be higher than any hill you created. So press "End" key and they will all drop to the ground conforming to your terrain. You should do this step before you make buildings. We don't want pylons sitting on top of buildings. They have to be on the ground.

    One other thing about pylons, make sure you don't go overboard and make too many pylons. You need just enough to cover your playing area. If you have too many, then it will take longer to build paths.

    One last thing is when you build paths for the first time, it will take a few hours. The next few times will be shorter because it just modifies the paths you built the first time.

  • #2
    Best guide yet. Thanks for sharing your knowledge, and saving people loads of time!

    Comment


    • #3
      Should I delete pylons that are in areas that are blocked off?
      sigpic
      Overhaul Mod Steam Group - join to get playtimes: http://steamcommunity.com/groups/IOMMODplayers

      Comment


      • #4
        Yeah. They are wasting path building time.

        Comment


        • #5
          I placed down all my Pylons, build paths, save, click play from here and the SDK crashes every time. Has anyone else encountered this issue?
          sigpic
          Overhaul Mod Steam Group - join to get playtimes: http://steamcommunity.com/groups/IOMMODplayers

          Comment


          • #6
            Did you link noarty volumes to the playerstartgroup? If so, check and make sure you linked correctly.

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