View Full Version : Can triggers be used to spawn entities?
Devil Master
12-28-2002, 02:50 PM
If it can be done, how is it done? It could be useful for many things...
- You step on a plate... here comes a SkaarjWarrior!
- You push a button... a rocket gets shot from a hole in a wall!
- You shoot an explosive barrel... and a BallExplosion tells you how dangerous was that barrel!
NutWrench
12-28-2002, 03:37 PM
What versions of Unreal do you have?
And for which version would like an example? images/icons/smile.gif
Devil Master
12-28-2002, 03:42 PM
The first Unreal, v224.
Daedalus
12-28-2002, 06:22 PM
Originally posted by Devil Master:
The first Unreal, v224. <font size="2" face="Verdana, Arial">Just for your information: you should update your U1 and its UnrealEd to the final version 2.25f or 2.26, because 2.24 isn't used on public Unreal 1 servers and people could run into problems when running your 2.24 maps.
Concerning the "spawn entity" topic, I think you should check the original U1 sp maps and see how Epic did it...
NutWrench
12-28-2002, 09:24 PM
Daedalus is right. Epic started compiling version information into their maps in one of the more recent patches. Maps made with later versions of Unreal 1 may not be playable on earlier patches of Unreal. I recommend Unreal Gold, myself. It's only $10 now and you also get the Return to Na-Pali mission pack. There's a ton of improvements, extra deathmatch maps, a few new gametypes and a UT-style interface. images/icons/smile.gif
Anyways, I made this map (http://www.datazap.net/free/bobdobbs/TestSpawn.zip) (only 51k) this afternoon which will show how stepping on a plate will trigger a Skaarj. Enjoy!
(I made it specifically with the 224 version of Unreal, so there shouldn't be any problems.)
Devil Master
12-29-2002, 07:13 AM
Just for your information: you should update your U1 and its UnrealEd to the final version<font size="2" face="Verdana, Arial">I wish I could do it. I tried twice to upgrade to the final version, but the executables of the final version always crashed on my computer. images/icons/frown.gif
Anyways, I made this map (only 51k) this afternoon which will show how stepping on a plate will trigger a Skaarj. Enjoy!<font size="2" face="Verdana, Arial">Thanks, that's exactly what I was trying to do!
NutWrench
12-29-2002, 10:33 AM
Originally posted by Devil Master:
I wish I could do it. I tried twice to upgrade to the final version, but the executables of the final version always crashed on my computer. <font size="2" face="Verdana, Arial">Are you using OpenGL?
What kind of video card do you have?
Devil Master
12-29-2002, 11:20 AM
I have a GeForce2 MX. But the final Unreal build crashed immediately after I launched it, I didn't have the time to choose a renderer!
(note that the demos of UT, UT2K3 and Deus Ex work perfectly)
NutWrench
12-29-2002, 02:00 PM
Open the Unreal.ini file in your Unreal/System directory and find the [OpenGLDrv.OpenGLRenderDevice] section. Try using these values, instead:
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
GammaOffset=0.000000
LODBias=-1.500000
MaxLogTextureSize=48
MinLogTextureSize=3
MaxLogVOverU=10
MaxLogUOverV=10
MaxAnisotropy=0
MaxTMUnits=2
RefreshRate=75
DetailMax=0
NoFiltering=False
DisableSpecialDT=False
UseFilterSGIS=False
Use4444Textures=False
UseTNT=False
UseS3TC=False
UseVertexSpecular=False
AlwaysMipmap=False
UseAlphaPalette=True
UsePalette=True
UseTrilinear=True
UseMultiTexture=True
ShareLists=False
UsePrecache=False
The key variable in this list is the MaxLogTextureSize. I'm betting that on your version of the game, it's set to zero. This variable tells the game how many megabytes to set aside for texture storage. (I've got a 64 megs card, so I figure 48 megs is a safe bet to prevent swapping with main memory.)
If this value is set to zero, then when the game starts, it will happily try to allocate zero megabytes of texture memory and then promptly crash. This wasn't fixed in the 226 version of the OpenGL drivers, either. images/icons/tongue.gif
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