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Unreal Game Types

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Title: Unreal Game Types


1
Unreal Game Types
  • CIS 488/588
  • Bruce R. Maxim
  • UM-Dearborn

2
Game Types
  • Map types are determined by its file name and the
    value of its DefaultGameType property
  • UT2004 browser will look for filenames prefixes
    like
  • DM Deathmatch,Last Man Standing, Mutant,Invasion
  • CTF Capture the Flag
  • DOM Double Domination
  • BR Bombing Run
  • ONS Onslaught
  • AS Assualt

3
Gametype Classes
  • There are UT2004 eleven game type setups, six of
    which are discussed in the text
  • Deathmatch xGame.xDeathMatch
  • Capture the Flag xGame.xCTFGame
  • Double Domination xGame.xDoubleDOM
  • Bombing Run xGame.xBombingRun
  • Onslaught Onslaught.ONSOnslaughtGame
  • Assault UT2KAssault.ASGameInfo

4
Death Match Games - 1Tutorial 16.1
  • Start with CD map Tutorial16_01_Start.ut2
  • Best to ensure that the DefaultGameType property
    of the LevelInfo category is set to
    .xGame.DeathMatch
  • To open the Level Properties menu click in any of
    the viewport panes and type F6
  • After you close the Level Properties menu you can
    get rid of the net display by typing F6 again

5
Death Match Games - 2Tutorial 16.1
  • For death match games you need to add several
    PlayerStart actors, weapons bases and pickups
  • To add a weapons base, open the Actor class
    browser, select xPickUpBasegtxWeaponBase
  • Use your RMB to add xWeaponBase to the 3D
    viewport
  • Open the weapon base property class and set the
    weapon type of the xWeaponBase property using the
    pull down menu

6
Death Match Games - 3Tutorial 16.1
  • Similarly for shield and health chargers
  • You can add ammo for your weapon from the Actor
    class browser PickupgtAmmogtUTAmmoPickup
  • Use RMB to add ammo to 3D viewport
  • Adrenline and health vials can also be added from
    the Pickup category
  • You may need to check the these items are not
    floating or embedded in the floor (adjust
    position using the perspective viewports)

7
Wildcard BaseTutorial 16.2
  • Wildcard base can also be added from the Actor
    browser xPickupBase category
  • Use the RMB to place it on the floor in the 3D
    view and open its property list
  • In bSequential attribute of Wildcard property the
    can be set to False to randomize generation of
    pickups
  • The PickupClasses property contains the list of
    items that are stored at the Wildcard base

8
Death Match Design
  • Segment the arena so players cannot see too many
    opponents at the same time (graphis rendering
    performance issue)
  • Make sure powerful weapons and ammo are not
    placed too close to one another (game balance
    issue)
  • Place Player Starts in interesting places to
    avoid nests of NPCs that cause instant death on
    spawning (game play/funnativity issue)

9
Capture the FlagTutorial 16.3
  • You can use te Tutorial16_03_Stat.ut2 map and set
    the DefaultGameType property to xGame.xCTFGame
  • You need to add to red and blue flag bases to the
    map (on each side of the glass wall) from the
    Actor browser NavigationPointgtJumpDestgt
    GameObjectivegtCTFBasegtRealCTFBasegt xRedFalgBase
    or xBlueFlagBase
  • Rebuild as save map as CTF-Ring13.ut2

10
Capture the FlagTutorial 16.4
  • First remove all existing PlayerStarts from the
    level (right click one, choose Select All
    PlayerStart, and press the Delete key)
  • Place a new PlayerStart by the blue flag, open
    its properties window, and set the TeamNumber
    property to 1 (0 is red team) under the
    PlayerStart category
  • Duplicate 2 or 3 more blue players and add the
    similar number of red players near the red flag
    (default TeamNumber should be 0)

11
Capture the FlagTutorial 16.5
  • You can add monitors that display team colors and
    logos (replacing the monitors over the glass wall
    near each base)
  • Select a Monitor (note the values of x, y, z in
    the Drawscale) and use the Delete key
  • Open the Actor class browser and select
    DecorationgtxMonitorgtxMonitorC and add it to the
    3D view using RMB
  • Rotate the new Monitor, scale it, and set the
    Team property to 1 or 0 in the xMonitor category

12
Capture the Flag Design
  • The map should have distinct red and blue areas
    containing each flag (use team colors in the
    decoration and lighting)
  • Make the two teams as close as possible in
    resources (you could mirror the two bases, but
    dont make them blind copies boring)
  • Balance is the key issue in this type of game

13
Double Domination 1Tutorial 16.6
  • Players divided into two teams
  • The goal of each team is to simultaneously
    overrun and control two specific locations of the
    map fo 10 seconds
  • After scoring, both domination goals become
    neutral and the process continues
  • Start with Tutorial16_06_Start.ut2 and set the
    DefaultGameType to xGame.xDoubleDOM from Level
    Properties window (F6)

14
Double Domination 2Tutorial 16.6
  • Open the Actor browser and expand
    NavigationPointgtJumpDestgtJumpSpotgt GameObjectivegt
    DominationPointgtDomPointA
  • Place DomPointA and DomPointB on opposite sides
    of the glass wall
  • Place two groups (designated red and blue) of
    PlayerStarts in each half of the map
  • Rebuild the level and save the map as
    DOM-Ring13.ut2

15
Double DominationTutorial 16.7
  • You can add monitors that indicate the color (red
    or blue) of the team is in control of each point
    (A or B)
  • Use the Actor class browser to expand
    DecorationgtxMonitorgtxDOMMonitor to find
    xDOMMonitorA and xDOMMonitorB
  • Place copies on each side of each door throughout
    the level
  • Rebuild and save the level

16
Double Domination Design
  • Dont place clusters of PlayerStarts too close to
    the domination points (this makes it a little
    harder to control domination points)
  • Avoid placing too many powerful weapons, ammo, or
    health near the domination points (makes it
    harder to camp and defend a domination point)

17
Bombing Run
  • Team-based game, having a ball and two delivery
    points
  • Object is to take a ball and throw it into the
    enemy hoop
  • Holding the ball and jumping through the hoop is
    7 points
  • Tossing the ball through the hoop is 3 points

18
Bombing Run - 1Tutorial 16.8
  • Open Tutorial16_08_Start.ut2, use F6 to open the
    Level properties and change the DefaultGameType
    to xGame.xBombingRun
  • Use the Actor class browser and select
    NavigationPointgtJumpDestgtJumpSpotgt
    GameObjectivegtxBombDelivery and add one goal to
    each side of the glass wall
  • Open the properties window goal of the blue team
    goal and set the Team property of the Team
    category to 1

19
Bombing Run - 2Tutorial 16.8
  • Select the middle group of doors and delete them
    along with the trigger
  • Use the Actor class browser and select
    NavigationPointgtJumpDestgtJumpSpotgt
    GameObjectivegtxBombSpawn and add with in this
    doorway
  • Add two group of PlayerStarts, rebuild the level,
    and save the map as BR-Ring13.ut2

20
Bombing Run Design
  • Dont put the player starts too far away from a
    goal and dont put them too close either
  • Preventing the goal from being visible from long
    distances to avoid Hail Mary shots anytime a
    player gets the ball

21
Onslaught
  • The players task is to initialize power nodes in
    a connect the dot manner to link the players
    base with the enemy team power core to make it
    vulnerable to attack
  • Object is to destroy the enemy Power Core
  • The map has five main components Power Cores,
    Power Nodes, Vehicles, Teleport Pads, and Weapon
    Racks

22
Onslaught - 1Tutorial 16.9
  • Load the file Tutorial16_09_Start.ut2 and use F6
    to open the Level Properties window
  • Set DefaultGameType to Onslaught.ONSOnslaughtGame
    and save the map as ONS-Ring13.ut2
  • Add the ONSPowerCoreRed and ONSPowerCoreBlue to
    the map from the Actor class browser
    NavigationPointgt JumpDestgtJumpSpotgtGameObjectivegt
    DestroyableObjectiveltONSPowerCore

23
Onslaught - 2Tutorial 16.9
  • Add several ONSPowerNodeNeutral nodes to the map
    from the Actor class browser NavigationPointgtJumpD
    estgtJumpSpotgt GameObjectivegtDestroyableObjectivegtO
    NSPowerCoregtPowerNode
  • Place two groups PlayerStarts (red and blue) near
    their respective power cores

24
Onslaught - 1Tutorial 16.10
  • To establish the links between nodes and cores
    you need to open Unreal using the test icon in
    UnrealEd
  • Press the Esc key to open a pop-up window and
    select the Map button in the upper left corner
  • In the Map window press the Link Designer button
    on the lower left hand corner

25
Onslaught - 2Tutorial 16.10
  • To establish the links between nodes and cores
    you use the LMB to click the beginning and ending
    node of each link
  • When finished, click the Export to UnrealEd
    button to put the links on the clipboard
  • Use to bring up the console and type exit
  • In UnrealEd use the RMB any where in the level
    and choose EditgtPastegtHere
  • Verify that the Eagle icon properties say
    ONSPowerLinkOfficialSetup

26
OnslaughtTutorial 16.11
  • Repeat the process to create alternate link setup
    in the level
  • You need to clear existing links from inside the
    Link Designer window
  • Once you return to UnrealEd use RMB to open
    property window of the new Eagle icon
  • Under LinkSetup category and change the SetupName
    property to AlternateSetup1
  • Game is now playable from UT2004

27
Placing VehiclesTutorial 16.12
  • In the Actor class browse SVehicleFactorygt
    ONSVehicleFactory to find the list of available
    vehicles
  • Add to the 3D view using the RBM like usual
    (vehicles will be associated with the owner of
    the nearest Power Node or Core)
  • Vehicles are used by getting real close them and
    pressing E key during game play
  • Vehicle use ends when E is pressed again

28
Adding TurretsTutorial 16.13
  • Turrets work similar to vehicles (they can only
    be used by team owning closest power node or
    core)
  • Expand PawngtVehiclegtONSWeaponPawngt
    ONSStationaryWeaponPawn and select the
    ONSManualGunPawn from the Actor class browser and
    add using the RMB
  • Turrets are activated and deactivated using the E
    key once close enough

29
Adding Weapons LockersTutorial 16.14
  • Adding weapons lockers is similar to adding
    Wildcard bases (they need to be stocked after
    they are added to the level)
  • Open the Actor class browser expand the Pickup
    category and select WeaponLocker
  • Use the RMB to add the locker to the level then
    open its properties window and start adding
    WeaponClass items to the Weapons property

30
Adding Teleport PadsTutorial 16.14
  • You can add additional teleport pads (beyond the
    node and cores) that are usable by the team
    controlling nearest node or core
  • Select ONSTeleportPad from the Actor class
    browser and use the RMB to add it some where in
    the 3D viewport
  • The E key is used to activate the teleport pads
    and bring up a destination menu

31
Onslaught Design
  • Careful placement of the nodes and links
  • Place power cores in well defended locations that
    are not visible at long distances
  • Balance the resources and geography available to
    each team
  • Level symmetry is important since teams swap
    locations from one round to another
  • Include link guns to allow repairs and speed up
    construction of power nodes

32
Assault
  • A times objective-based team game
  • Attacker objectives include destroy objects, hold
    positions, or activate switches and defenders try
    to prevent them
  • Attackers and defenders switch roles after each
    round ends
  • Set-up process includes setting objectives,
    setting up player spawn management, and creating
    Matinee intro and ending sequences

33
Assault (Triggered Objective) - 1Tutorial 16.17
  • Open Tutorial16_17_Start.ut2
  • Use F6 to open the Level Properties window and
    then set the DefaultGameType to
    UT2k4Assault.ASGameInfo
  • To set the first objective open the Actor browser
    and expand NavigationPointgt JumpDestgtJumpSpotgtGame
    Objective and select TriggeredObjective
  • Add this actor in front of the computer terminal
    to the right of the first closed door

34
Assault - 2Tutorial 16.17
  • Use the RMB to open TiggeredObjective properties
    window
  • Under the Events category set the Tag property to
    OBJswitch (this makes the actor listen for the
    OBJswitch event)
  • Under the Events category set the Event property
    to OBJswitch_complete (this makes the actor
    broadcast the OBJswitch_complete event)

35
Assault - 3Tutorial 16.17
  • Open class browser and expand the Triggers
    category and select the UseTrigger actor
  • Add it to the level really close to the
    TriggeredObjective actor
  • Open the UseTrigger properties window and expand
    the Collision category and set the
    CollisionRadius property to 70
  • Have the UseTrigger broadcast OBJswitch when
    activated, set the Event property in the Events
    category to OBJswitch

36
Assault - 4Tutorial 16.17
  • You need to delete the Trigger between first two
    doors (select the doors, open them, select the
    Trigger, press the Delete key, close doors)
  • Select both doors and use the RMB to open the
    Properties window and set the Events category Tag
    property to OBJswitch_complete (this causes the
    doors to close when they hear the event after
    use key E is pressed)
  • Save the map as AS-Ring13.ut2

37
Assault (Hold Objective) - 1Tutorial 16.18
  • To set the second objective open the Actor
    browser and expand NavigationPointgt
    JumpDestgtJumpSpotgtGameObjectivegt
    ProximityObjective and select HoldObjective
  • Add this actor to the left of the second closed
    in front of the computer terminal
  • Use the RMB to open the HoldObjective properties
    window

38
Assault - 2Tutorial 16.18
  • Under the Events category set the Tag property to
    OBJhold (this makes the actor listen for the
    OBJhold event)
  • Under the Events category set the Event property
    to OBJhold_complete (broadcast message)
  • In the HoldObjective category set the MoverTag
    property to Doors2 (which is tha name of the
    nearby doors)

39
Assault - 3Tutorial 16.18
  • Delete the Trigger between the two doors
  • Select both doors and use the RMB to open the
    Properties window and set the Events category
    Event property to OBJhold (which is the open door
    broadcast message)
  • Under the Mover category set the MoveTime
    property to 5 (which indicates that a player
    needs to hold that position for 5 seconds)
  • Rebuild, save, and test the map

40
Assault (Destroyable Objective)-1Tutorial 16.19
  • To set the third objective, navigate to the third
    set of doors, and select the static mesh centered
    over the door
  • Use the RMB to open the properties window, expand
    the Display category, and click the StaticMesh
    property
  • Copy this value of the StaticMesh property to the
    clipboard by typing Ctrl-C
  • Use the Delete key to delete the static mesh (but
    first note the DrawScale3D values)

41
Assault - 2Tutorial 16.19
  • Open the Actor browser and expand
    NavigationPointgtJumpDestgtJumpSpotgt
    GameObjectivegtDestroyableObjective and select
    DestroyableObjective_SM
  • Add this actor in the level (it looks like a
    cube)
  • Use the RMB to open the properties window for the
    cube, expand the Display category, select the
    StaticMesh property, and use Ctrl-V to paste the
    image form the clipboard

42
Assault - 3Tutorial 16.19
  • You may need to adjust the DrawScale3D values to
    match the original static mesh
  • Rotate the destroyable object so it can fit in
    the position of the original static mesh
  • Use the RMB to open the property window for the
    destroyable object and the Event property to
    OBJdestroy_complete
  • Open the Static Mesh browser and load the package
    Chapter16_SM and select the smashMesh model

43
Assault - 4Tutorial 16.19
  • Use the RMB to open the properties window of the
    destroyable object, expand its DestroyableObjectiv
    e_SM category and select DestroyedStaticMesh
    property and click the Use button to paste the
    destroyed mesh model
  • Delete the trigger between the doors
  • Select both doors and set the Tag property of the
    Events category to OBJdestroy_complete

44
Assault 5Tutorial 16.19
  • Under the Mover category set the MoveTime
    property to 2 (slows down door movement)
  • The doors will only open when the lock is
    destroyed
  • Rebuild, save, and test the level

45
Assault (Proximity Objective) - 1Tutorial 16.20
  • To set the fourth objective, navigate to the
    north side of the glass wall
  • Open the Actor browser and expand
    NavigationPointgtJumpDestgtJumpSpotgt GameObjective
    and select ProximityObjective
  • Use the RMB to place the actor in front to the
    computer near the north wall
  • Use the RMB button to open its property window
    and set the Event property to OBJfinal_complete

46
Assault - 2Tutorial 16.20
  • Under the Collision category set the
    CollisionRadius property to 70
  • Open the Actor class browser, expand Triggers,
    and select Trigger_ASRoundEnd
  • Place this actor somewhere in the map
  • Use the RMB to open the triggers property window
    and set the Events category Tag property to
    OBJFinal_complete
  • Rebuild the level, save it, and test it

47
Assault (Objective Order) - 1Tutorial 16.21
  • You can force the completion of the objectives in
    a fixed order
  • Use the RMB to open the property window of the
    PxomityObjective actor
  • Expand its GameObjective category and set its
    DefensePriority to 0 (meaning it is the last
    objective to be completed)
  • Begin working backwards through the other
    objectives

48
Assault 2Tutorial 16.21
  • Set DefensePriority to 1 for the
    DestroyableObjective
  • Set DefensePriority to 2 for HoldObjective
  • Set DefensePriority to 3 for TriggerObjective
  • Rebuild, save, and test the map

49
Assault (Player Spawn Points) - 1Tutorial 16.22
  • Begin by using the RMB to bring up the context
    menu to select all PlayerStarts and delete them
    by typing the Delete key
  • You then need to create clusters 4 attackers
    (placed after each objective) and 4 defenders
    (place before each objective)
  • Select the 4 PlayerStarts in first group of
    defenders
  • Use the PMB to open the Properties window

50
Assault - 2Tutorial 16.22
  • Expand the PlayerStarts category and set the
    TeamNumber property to 1
  • Repeat this process setting the TeamNumber to 2,
    3, and 4 for each successive groups of defenders
  • Save your work

51
Assault (Spawn Point Manager) - 1Tutorial 16.23
  • Open the Actor Class browser expand the Info
    category and select PlayerSpawnManager
  • Use the RMB to place a spawn manager just outside
    the first group of attacker PlayerStarts
    (TeamNumber 0)
  • Open the Properties window, expand the Events
    category and set the Tag property to PSM_Att1
  • Repeat this process with each group of attackers

52
Assault - 2Tutorial 16.23
  • Set the Tag property of the second group of
    attackers to PSM_Att2
  • Set the Tag property of the third group of
    attackers to PSM_Att3
  • Set the Tag property of the fourth group of
    attackers to PSM_Att4
  • Use the RMB to place a spawn manager just outside
    the first group of defender PlayerStarts
    (TeamNumber 1)

53
Assault - 3Tutorial 16.23
  • Set the Tag property of the first group of
    defenders to PSM_Def1
  • Set the Tag property of the second group of
    defenders to PSM_Def2
  • Set the Tag property of the third group of
    defenders to PSM_Def3
  • Set the Tag property of the fourth group of
    Defenders to PSM_Def4

54
Assault - 4Tutorial 16.23
  • You will need to move to the second group of
    PlayerStarts (PSM_Def1 and PSM_Att2)
  • Use the RMB to open the properties window for the
    PlayerSpawnManager for PSM_Def1 and set this as
    its Tag value
  • Expand the PlayerSpawnManager category and set
    the AssaultTeam property to ESPM_Defenders and
    the PlayerStartTeam property to 1

55
Assault - 5Tutorial 16.23
  • Use the RMB to open the properties window for the
    PlayerSpawnManager for PSM_Att2 and set this as
    its Tag value
  • Expand the PlayerSpawnManager category and set
    the bEnabled property to False and the
    PlayerStartTeam property to 1
  • Repeat this for the next two objectives groups
    of PlayerStarts incrementing the Tag values and
    PlayerStartTeam values appropriately

56
Assault - 6Tutorial 16.23
  • You will need to move to the final group of
    PlayerStarts (PSM_Def4)
  • Use the RMB to open the properties window for the
    PlayerSpawnManager for PSM_Def4 and set this as
    its Tag value
  • Expand the PlayerSpawnManager category and set
    the AssaultTeam property to ESPM_Defenders and
    the PlayerStartTeam property to 4 and save your
    work

57
Assault (Scripted Trigger) - 1Tutorial 16.24
  • Open the Actor Class browser, expand
    KeypointgtAIScriptgtScriptedSequence and the select
    ScriptedTrigger
  • Place the actor at any convenient location in the
    level map
  • Use the RMB to expand the AIScript category and
    select the Action property
  • The action list will make up the program that
    controls the triggers behavior

58
Action List for Scripted Trigger 1
59
Assault - 2Tutorial 16.24
  • Index0 wait until the trigger receives the
    OBJswitch_complete message
  • Index1 Disables first group of attacking spawn
    points
  • Index2 Disables second group of attacking
    spawn points
  • Index3 Disables third group of defending spawn
    points
  • Index4 Disables fourth group of defending
    spawn points

60
Assault 3Tutorial 16.24
  • Add two more ScriptedTriggers some where in the
    level
  • Create action lists similar to the first trigger
    (to make sure that players are on ly spawning
    near the next objective)
  • Rebuild the level (esp. the paths), save, and
    test it

61
Action List for Scripted Trigger 2
62
Action List for Scripted Trigger 3
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