Whoa.. flood of questions.. I'll try to help where I can..
Capt.Marion said:
I'm out of town for now, but just out of curiosity, how do you add random artillery, like in S-grad/Kessel?
Pretty easily actually.. I think BaksanValley also does this, and I found it easier to trace. Open it up and poke around.
Off hand you create a trigger that spawns the attack. It's actually not as random (placement wise) as you think.
(I've never personally done it btw.... but this might get you started..)
DivineHammer said:
My new thing is planting the map boundries now the Manual says it needs to be 6000UUs above the ground is that my terrain or my world cube. Also how do I determine this measurement? Thanks.
Use the Unreal-Ed tape measure:
http://www.redorchestragame.com/forum/showpost.php?p=141996&postcount=10
DivineHammer said:
3. If I were to divide up the playerstarts of one spawn actor when I create the Spawn volumes I create two and just give them the same tags correct?
You want to create infantry spawns in 2 distinct locations right?
Honestly not sure.. give it a whirl and see if it works.
DivineHammer said:
4. What does the Spawn volume do exactly, I thought they disallowed arty and all units are protected indefinitely if they stay in that volume. Is this correct? Or is there some sort of Precedence Invincibility over spawn volume?
A spawn Volume is a volume used to do a couple things:
- boundary the player starts that should be effected by an ROSpawnArea.. ie: "after I capture the Outpost objective, all players will now spawn over by the factory".
- Boundary used for SpawnProtectionTime.. this is a timer that a newly spawned player is invincible. handy to give players a chance to move somewhere without getting spawn-camped.
Some misconceptions you bring up:
- Players are only protected for a set time.. not indefinately.. although the timer could be set really high in your level to give that effect.
- Spawn Protection Time only protects players that are inside the spawn protection volume.
- SpawnProtection doesn't disallow artillery from being targeted there.. for that you need a NoArtyVolume.
DivineHammer said:
Is there a way to change the size of he terrain triangles and can you switch back and forth in design. I am trying to make some trenches and the triangles are just to big to get them right Iam thinking that Some Smeshes and invisibleterrain will make the trenches that i want. Thanks for the help.
In a given Terrain, the triangles will always be a consistant size.
You have a few options if your terrain is to big:
- rescale it smaller
- use a 2nd terrain that's scaled smaller for your trench work
- use static meshes for your trenchs (as seen in Barashka)..
I prefer the static mesh method myself, and it looks like you are leaning toward that as well. :]
DivineHammer said:
2. can I place player starts all over the map as long as the spawn actors event matches the playerstart's tag?
If you are using Spawn Volumes, I believe you need to make sure your player starts in inside the volume, although don't quote me on that.
If you are using spawn protection time, you definately want them in the volume.
erm.. I think that's everything?
Someone needs to kick all this stuff into a KB like MO has :]