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Post by datahead on Sept 20, 2006 18:35:04 GMT -5
Is there a tutorial on using pawns in a map design? Specficly a team cannon. I have a location on my deathmatch map where I want to use a team cannon as a deterrent if you walk into this location. But the cannon wont fire until you shoot at it, and hit it.
Any help would be appreciated.
Regards: Ron
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Post by [TI]MaDsNiPeR on Sept 20, 2006 23:23:45 GMT -5
I'm not sure what you are asking? Honestly, I don't quite get what you mean by eam cannons. Sorry, try being a 'lil more specific or more details.
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Post by datahead on Sept 21, 2006 12:39:18 GMT -5
No problem: In CTF and Assault games you have a team cannons that can be used to defend an area. The actor class for this is pawn/stationary pawn/team cannon.
I wanted to use one of these in a death match game as a deterrent in a area of my map before you get to a large weapon/health cache.
I want to know more about controlling the attributes of the cannon, as to not make it totally lethal, and to have it fire at everyone not just a person that shoots and hits it.
Thanks: Ron
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Post by [TI]MaDsNiPeR on Sept 21, 2006 18:37:58 GMT -5
Hmm. Still, shaky, but I think I get it. It's like a turret or etc correct?
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Post by [TI]Mind on Oct 9, 2006 13:53:11 GMT -5
i know what your asking but i dont know how to do it.
For an example on some maps, theres Automatic guns that when you are in reach of its location they will automatically aim and fire at you to attempt to keep you away from that area. Its pretty simple concept just no idea how to make it work within maping, never mapped for UT, only semi-maped for TimeSplitters 2 for PS2. Which had the same type of guns and it was an option within the editor to turn the automatic fire on/off. Maybe there is one simular in the maping program you are using?
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Post by [TI]MaDsNiPeR on Oct 9, 2006 20:40:55 GMT -5
Yes, I understand now. And I've developed some research on the problem, but still haven't drawn a conclusion. And mind, do you happen to be [TI]Mind?
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