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Cola Wars for CTF

Posted: Wed May 27, 2020 6:57 am
by evilgrins
Over this Memorial Day Weekend, and coupled with an unusual work schedule for understandable reasons, I had something of a 5-day weekend. With not much else to do, I went through all my CTF maps and checked which ones might benefit from added UTDMW (Warlords) & UTDMT (Titans). All in all, I edited about 2 dozen maps.

This one was first because I thought it could do with UTDMW and it had things that needed fixing.
Image

Flags in the bases are supposed to say the name of the soda listed for that side, but the Red Flag wasn't setup right. It looked like a normal flag, so I had to fix the skinning of that. Flags look the same as always when picked up, but when in the base they're supposed to have Coke on the Red & Pepsi on the Blue.

I added an IntroBoss on either side of the spawn-in level, it's separated from the entire map, only can spawn in there before exiting to play. A long time back someone made a Coca-Cola/Pepsi skin for the Boss model, unrelated to this map... I think, so I used the skins from that in those instances.

Needed a pic for the selection window too... found something amusing.

Warlords are named Lord Coke & Lord Pepsi.

All in all, I think this is very fun.
Image

Usual Suspects:
.u - /system
.unr - /maps
.utx - /textures
.png - pwetty
.jpg - silly

Enjoy!
http://www.mediafire.com/file/750adx1gh ... laWars.zip

Re: Cola Wars for CTF

Posted: Sun May 31, 2020 8:51 pm
by Nelsona
A little feed-back. I'm having some clue about how do FlagBase vs CTFFlag are working.
For me it's surprising to see Red Flag having Cola Skin as long as default FlagBase is changing Skin when it comes to Team 0. If exist a solution which I'm not aware about, then this is good... (MultiSkins forced). Else, Flags are created in game, as result they are looking as in original... ignoring all Pepsi, Coke, and all those having nothing to do with UT stock.

Code: Select all

function PostBeginPlay()
{
...
	if ( Team == 0 )
	{
		Skin=texture'JpflagR';	//Is changing Skin for Red
		myFlag = Spawn(class'RedFlag');
	}
	else if ( Team == 1 )
		myFlag = Spawn(class'CTFFlag');

	myFlag.HomeBase = self;
	myFlag.Team = Team;
}
Then... I wrote something for such map (original in stage) a MyLevel Actor supporting custom skins for Flags - I'm talking about FlagBase and CTFFlag together not only what we see as Flag placed at Home which in fact is FlagBase. I got Flag Carrier holding exactly Flag as it should look like. Even in screenshots with Flag Carriers I don't see those custom skins which... are nice for this theme in end.

Code: Select all

class FlagPoint expands Keypoint;

var() Texture RedTexture, BlueTexture;

event PostBeginPlay()
{
	InitialState = 'Skinning';
}

function SetRedFlag()
{
	local FlagBase F;
	local CTFFlag Fg;

	foreach AllActors(class 'FlagBase', F)
	{
		if ( F.Team == 0 && RedTexture != None && F.Skin != RedTexture )
		{
			F.Skin = RedTexture;
			log(F.Name@"set with skin"@Redtexture,'FlagPoint');
			continue;
		}
		if ( F.Team == 1 && BlueTexture != None && F.Skin != BlueTexture )
		{
			F.Skin = RedTexture;
			log(F.Name@"set with skin"@BlueTexture,'FlagPoint');
			continue;
		}
	}
	foreach AllActors(class'CTFFlag', Fg)
	{
		if ( RedTexture != None && Fg.Team == 0 && Fg.Skin != RedTexture )
		{
			Fg.Skin = RedTexture;
			continue;
		}
		if ( BlueTexture != None && Fg.Team == 1 && Fg.Skin != BlueTexture )
		{
			Fg.Skin = BlueTexture;
			continue;
		}
	}
}

state() Skinning
{
Begin:
	Sleep(0.1);
Loop:
	SetRedFlag();
	Sleep(2);
GoTo('Loop');
}
This Non-Static KeyPoint keeps tracking of CTF specific actors with no problems letting original code to run and coming later at poking skins.
NextStage: Miscellaneous tweaks
Path-Net in UTDMW map has... over 3000 reachSpecs with breaks and borks. When "Lord" whatever is taking a break, it causes the same issue as in UTDMT case - BLOCKING TEAM. It's seriously annoying...
Let's say original map adjusted with some smarter AlternatePath actors, smarter InventorySpots for those Vials, paths linked properly - makes a nice game. There is not even needed those settings for visibility and DistanceViewTriggers because... map reduced in paths does works properly. Actor delegated with skins is compatible even with HalfCTFTime mutator switching bases... everything stays properly as it should - using only 628 reachSpecs for navigation network.
I think - because of theme - I will use an adjusted original version because these "BIGS" are not what I want, I was expecting more action after all.
Defense Setup - SightRadius 20000 :?:
What !? Distance between Flags is under 11000 UU. Why would I force Engine to boost Pawns at these useless values ? If we have DistanceViewTriggers definitely these should have decent values.

If All testing demonstrates a map in good state I think I'll throw it in MonsterGamingServer without any UTDMW or such, there my monsters are in charge.

Re: Cola Wars for CTF

Posted: Wed Jun 03, 2020 11:50 pm
by evilgrins
Nelsona wrote: Sun May 31, 2020 8:51 pmEven in screenshots with Flag Carriers I don't see those custom skins which... are nice for this theme in end.
I've seen it done but it takes a mutator and some coding. Helen's games that're CTF have it, different skinned flags that remain skinned after they're picked up.

There's also an American Flags mutator that does the same thing.

Re: Cola Wars for CTF

Posted: Thu Jun 04, 2020 9:59 pm
by evilgrins
Skimming old screenshots, circa 2011, found this. I forget whose game this was, I was online...
Image

Re: Cola Wars for CTF

Posted: Fri Jun 05, 2020 3:05 am
by SC]-[WARTZ_{HoF}
I've never seen that flag before.

Re: Cola Wars for CTF

Posted: Fri Jun 05, 2020 5:31 am
by Nelsona
Seen or not, in map which I fine tuned there is not need for Mutators, map keeps flags design as in map's theme including for flags held by carriers and... compatible with plain Base Switching mods addressing miss-balanced maps. It works, theme is... well chosen and... we do have Bot Support a la XXI century after years of UT.

The rest of action is a server-control task. All operational and I'm satisfied to see my working tools doing the right thing in Editor.

I'm going to "kidnap" other maps posted in various threads and if they are messed up I'll fix them - ignoring "J's" featured lousy "rules". Community doesn't work like that, and I'll keep them in the house, including other "requests" which no one cares later after previously asking help.