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Old 08-23-2006, 08:37 AM   #1
AKAlias
A couple UEd Questions (v3)
Well, first off, I was wondering how to make a falling volume, or whatever you call it, that when you reach the bottom like on Morpheus3 you die. I found their main subtraction brush which was coorespondant with the red line in the developer, and was curious. Is the red line what signifies the bottom of a map or is there some other way of doing things?

Also, I was wondering if I could use a different game engine for mapping with UnrealEd. Since you can already change most of the engine's settings, would it not be possible to just sample a different game engine for use?
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Old 08-23-2006, 01:04 PM   #2
Mr.Fibbles

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Re: A couple UEd Questions (v3)
there is a volume type called "xFallingVolume" in the create volume box. Create your brush and place it at or near the bottom of the hole. Then make the "xFallingVolume." If you are making a real hole, like you call and crash on the ground, you might want to put it close to the bottom. Basically the volume causes pain per second. It is set to 100 by default, you might want to set that above 200 because the max health is 199.
That should work.
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Old 08-23-2006, 09:01 PM   #3
AKAlias
Re: A couple UEd Questions (v3)
Quote:
Originally Posted by Mr.Fibbles View Post
there is a volume type called "xFallingVolume" in the create volume box. Create your brush and place it at or near the bottom of the hole. Then make the "xFallingVolume." If you are making a real hole, like you call and crash on the ground, you might want to put it close to the bottom. Basically the volume causes pain per second. It is set to 100 by default, you might want to set that above 200 because the max health is 199.
That should work.
thanks man i really appreciate that ^_^
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Old 08-24-2006, 06:25 AM   #4
Parkar

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Re: A couple UEd Questions (v3)
Quote:
Originally Posted by AKAlias View Post
Well, first off, I was wondering how to make a falling volume, or whatever you call it, that when you reach the bottom like on Morpheus3 you die. I found their main subtraction brush which was coorespondant with the red line in the developer, and was curious. Is the red line what signifies the bottom of a map or is there some other way of doing things?

Also, I was wondering if I could use a different game engine for mapping with UnrealEd. Since you can already change most of the engine's settings, would it not be possible to just sample a different game engine for use?
The red line kills you and is the quickest way to make deep pits kill you. YOu change it's level somewhere in the level properties.

What? How sample?
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Old 08-26-2006, 12:58 PM   #5
jimbob

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Re: A couple UEd Questions (v3)
if you dont want the character to splat apart and gib, you can seal of the part where you want the character to die with an zone portal and add a ZoneInfo in the death zone, set its Bsoftkill to True and KillZ to a positive number ( 1000 should be instant kill ) and the Killtype to suicide. that way the character wil just die and fall, not come apart.
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