Setting territory locations

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AAChaoshand

FNG / Fresh Meat
Oct 9, 2011
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Texas
Is this feature implemented in the beta SDK yet? I can't seem to find a way to draw out the locations for capture or defense. I also can't seem to figure out how to set specific spawns for Axis and Allies. Everything else in my level is near completion other than this and a few touch-ups on the terrain/buildings.
 

Drecks

Grizzled Veteran
Nov 26, 2005
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It's all there. Its done with the ROPlaceableVolume
You should add a RO Objective and in its properties you will find the Objectvolume
Add the ROPlaceableVolume and then connect it tot that objectvolume
But you will need to add all in Kismet too.

Now I had it working once ;-) but forgot most of it. My advice is study one of the
stockmaps and then start with adding one objective. Alsa keep in mind the Axis and
Allies priority value and the initial objective state....
 
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Drecks

Grizzled Veteran
Nov 26, 2005
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I'm poop **** for brains with this stuff thats the irony of it....

poop.jpg
 

AAChaoshand

FNG / Fresh Meat
Oct 9, 2011
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All I see is ROobjectiveSP I can't seem to fine the tag you listed. Do I create an objective from the SP first as you said? Sorry, new to this section of the editor, i'm an old Unreal/Unreal T 99 guy
 

Drecks

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Nov 26, 2005
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The longer I stare to that Kismet Objective/Spawn setup in for example Spartanovka. The madder I get. I will get it eventually.... Seems a tad different now. I wait for the manual....
 
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AAChaoshand

FNG / Fresh Meat
Oct 9, 2011
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Texas
This is all extremely good information, especially for an old UT guy like me who hasn't touched this stuff in years. Thanks for the help again! :p

Time to give some +rep.
 

AAChaoshand

FNG / Fresh Meat
Oct 9, 2011
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Texas
Here is an image I had of a test map I made about a 3 weeks ago, I tried adding the objectives as you showed me before I started messing around with them on the map I am working on now. The main difference between this map and the one I got now is building placement and terrain has changed. I seem to look at things and decide I don't like them fairly often and end up redesigning everything. I'm still in the process of adding the sound actors and player spawns as well as light posts so I can remove all the random spots of light (which are there so I can see what I am working on as well as provide a general location for the tall light posts with generators I plan on installing). Since then I have removed the corner buildings with windows and put a more realistic building set in since the static meshes don't contain any buildings I can modify other than the destroyed ones. I guess I'm not as close to completion as I thought I was because the more I look at it the more I see that I need to do. Back in the Unreal 1 days level design was much easier and we subtracted from the world not add. But, adding does make things easier.

MapStage3modeling4.png
 
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Drecks

Grizzled Veteran
Nov 26, 2005
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While waiting for the alt drag and copy function its seems better for me to
get more into these objective and spawn setup.
 

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AAChaoshand

FNG / Fresh Meat
Oct 9, 2011
69
36
0
Texas
I been working almost all day every day on mine so far since I got nothing better to do till December when I actually have to show up at work.