How do I .....? The Thread for all questions more than general.

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Rex

FNG / Fresh Meat
Dec 2, 2005
145
0
0
New York, NY
I was thinking of playing with that property, but the dropdown menu only has options referring to neutral, axis, and allies. im not sure how this will work, but ill take a look.

for now, i have used the cheap-ass, un-investigative, too-lazy-to-learn-the-minor-inconsistencies-of-unrealeditor solution: doubling my playerstarts and adding a new ROSpawnArea actor, so essentially its two spawns right on top of each other, each bound to a different objective :p

i will probably take a peek at bmustloseallrequired tonight.

thanks for listening bros! :D
 

Chernuk

FNG / Fresh Meat
Apr 29, 2006
161
0
0
Damn it, why is this vertex off the grid? !@#$ The little bastard won't snap to grid!

Damn it, why is this vertex off the grid? !@#$ The little bastard won't snap to grid!

Hey guys,

I'm having trouble with a uppity BSP vertex that won't snap back unto the grid via vertex-editing. The little bugger just jumps around the grid point. Normally I just drop the grid down by a size and a troublesome vertex will get the picture and snap to the grid. In this case, I've worked myself all the way down to grid size 1 (I normally work in 64) and the thing still won't snap. The thing is like a hair off the grid.

Can you force a vertex onto the grid?
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
60
0
Florida, USA
www.endoftheworldfor.us
Hey guys,

I'm having trouble with a uppity BSP vertex that won't snap back unto the grid via vertex-editing. The little bugger just jumps around the grid point. Normally I just drop the grid down by a size and a troublesome vertex will get the picture and snap to the grid. In this case, I've worked myself all the way down to grid size 1 (I normally work in 64) and the thing still won't snap. The thing is like a hair off the grid.

Can you force a vertex onto the grid?

Make sure you are only selecting the 1 vertex at a time.. then double-right-click on it in vertex edit mode.

If you do that with 2+ verts that are in different places, it'll snap one of them, but move the others the same x/y/z distance.. and you'll still have vert's off the grid.

You might find it easier to goto 3d Wireframe view, and turn on large-vertices to select the one troublesome vert.
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
I often found that when there is one vertex sticking up it is nearly impossibler to click directly on it. What DOES work though is clicking down near it and dragging the mouse left or right with the button held down. :) That seems to select the vertex every time. But I have no idea why.:confused:
 

Chernuk

FNG / Fresh Meat
Apr 29, 2006
161
0
0
Ignore: [Drax, the double right click didn't work for me. However, I tried a couple other key combinations and found that Alt-RMB will snap a vertex to the nearest grid point.]

Thanks Drax, you were right. A double right click right on the vertex will snap it nicely. I have no idea why Alt-RMB worked earlier, but I couldn't get it to work yesterday.

/shakes fist a ROed goblins
/realizes that map isn't done yet
/placates ROEd goblins by sacrificing nice juicy BSP brush.
 
Last edited:

Sichartshofen

FNG / Fresh Meat
Nov 21, 2005
1,410
99
0
35
Where do I set the draw scale for a map? I'm making a tank range that goes up to 2000 meters.
 

Capt.Marion

FNG / Fresh Meat
Feb 12, 2006
2,049
47
0
Beantown
it's a tad complicated, but here it is:

Add a Pfaust pickup from the actors
(Actors>Pickups>Ammo>ROAmmoPickup>ROPlaceableAmmoPickup>*ROPanzerFaustPickup)
and then go in the actor properties of it

ROPanzerFaustPickup Properties>ROPanzerFaustPickup>WeaponType>PTRDWeapon

also Pickup>InventoryType

and then to change what the message is
ROAmmoPickup>Touchmessage> Change it to whatever you want

and Pickup>PickupMessage

To change the static mesh so it shows the PTRD on the ground go to
Static Mesh Browser and go
WeaponPickupSM package>Weapons group>select the PTRD SM

and then in the ROPanzerFaustPickup actor props again go
Display>StaticMesh> and hit the "Use" button.
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
I think, due to the vagaries of this version of the engine, that it will still show a PF in game on a server. so the best thing to do is to make the Panzerfaust invisible and cover it with a PTRD model.

How you would make the PTRD model disappear on pickup and reappear afterwards is beyond me though :(
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
When you say it works, you mean it works on a server? 'cos I had this issue on Pripyat; it looks fine on playmode from editor, even when saved and played as a praccie - it's just the serverside that lets it down.