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Alarm system?

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Yautja (Predator)
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Posts: 63
Joined: Tue Oct 04, 2011 5:45 am

Alarm system?

Post by Yautja (Predator) »

Can anyone assist me in making an alarm system. I have no idea how to do this, I have tried doing it myself from the Unreal wiki (which has been great) but sometimes i find the descriptions a bit cryptic and leaves me with no tangible examples. If anyone would help me out it would be awesome and earn your place in my credits. I have tried looking at other maps like Dig and stuff but its not the same. I get confused by stuff like counters and the vanilla Unreal maps seem to use a lot of dynamic events that incorporate many different triggers.


So in my scenenario I have the player the guard Skaarj Trooper and the rest of his buddies waiting in a separate guard room. When the Skaarj Trooper sees the player he should run to a wall panel and activate an alarm. The alarm alerts the rest to the players location. 

I have attached a pre-made room to help anyone out that is willing to assist me. Its got everything ready, just missing the triggers and stuff, but should serve as a great clean start.

I swear its not porn  ;):
https://www.dropbox.com/s/huixunzkl2z04 ... t.unr?dl=0

Any help is very appreciated
someone else got the Predator username, but I've been lurking around unreal for 11 years as that name
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Skywolf
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Re: Alarm system?

Post by Skywolf »

This is probably what you seek: [url]http://www.oldunreal.com/wiki/index.php?title=Epic:Unreal_Creature_Care_and_Feeding_Guide[/url]
AlarmTag: If AlarmTag is set, when the creature sees the player, it will (at all costs) first go to the actor with the same Tag as its AlarmTag. Friendly creatures will wait for the player as they move towards this actor. This can be used either to have friendly creatures lead the player to some area or object, or for unfriendly creatures to try to trigger events or set up initial attack formations. For example, you could have three Kraal in a room. Two attack you, while the other runs for a button which will lock the door behind you and sound an alarm. Alternatively, you could have them spread out in formation, seeking cover or advantageous positions when they see you. *AlarmPoints (see below) are designed to provide extensive scripting control when used with the AlarmTag.
AlarmPoints

Alarmpoints are designed to be used in conjunction with the alarmtag to cause creatures to perform complex actions upon seeing a player. If the Alarmpoint’s event is set, it will trigger all creatures with that tag when the alarm creature reaches the Alarmpoint. The attributes are:
   
NextAlarm: The next alarmpoint to go to after this one. If none, the creature will revert to normal AI after completing the actions specified by this point.
   
PauseTime: How long to pause at this alarmpoint.
   
DuckTime: How long to pause after playing the AlarmAnim (only used if an AlarmAnim is specified). Its called ducktime, because a typical use would be to have the creature duck, wait for ducktime, and then stand up and shoot (if bAttackWhilePaused is true). If you want to the creature to track the player while ducking, be sure to set *bAttackWhilePaused.
   
AlarmAnim: If specified, the creature will play this animation upon reaching the alarmpoint, as well as the AlarmSound if specified.
   
bStrafeTo: If true, and the creature can strafe, then the creature will strafe to this AlarmPoint, facing the enemy player. If the creature has a moving attack, it will fire while strafing if it has a clear shot.
   
bAttackWhilePaused: If true, the creature will shoot at the player while paused (unless he has a ShootTarget). If the player is not visible, the creature will fire at where he last saw the player.
   
bNoFail: If true, the creature will never give up trying to get to this Alarmpoint (just as it never gives up trying to get to other alarmtag actors). If false, and the creature gets knocked off its path, it may give up if it can no longer easily get to the alarmpoint.
   
bStopIfNoEnemy: If true, and the enemy is not visible, creature will stop at this Alarmpoint until it sees the enemy again. Otherwise, it will continue progessing through the Alarm actions.
   
bKillMe: Any creatures that are triggered by this alarmpoint (their tag = the alarmpoint’s event) will hate and kill the triggering creature, even if they wouldn’t normally.
   
bDestroyAlarmTriggerer When a creature reaches this alarmpoint (and it is the creature’s alarmtag destination), the creature is immediately destroyed.
   
ShootTarget: If bAttackWhilePaused is true and ShootTarget has the tag of some actor, the creature will fire at that actor rather than the player.
   
AlarmSound: If an AlarmAnim is specified, the AlarmSound will be played in conjunction with the AlarmAnim.
In your situation you would need to set the enemy who should alarm the others have its Alarmtag set to an AlarmPoint which Event is set to the Tag of the other enemies that should be warned and attack. Then give those guys an Alarmtag to an actor at the attack position. Then the first Alarmpoint (the one who warns the others) should have its NextAlarm set to this same tag so they all move to a location where they can see and attack you.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament ::).
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Yautja (Predator)
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Joined: Tue Oct 04, 2011 5:45 am

Re: Alarm system?

Post by Yautja (Predator) »

This is great Skywolf thank you. Is there anyway to make enemy scripted pawns attack each other? I had this weird occurrence where I set on SkaarjTrooper to Guarding, then in the OrderTag I put another SkaarjTrooper with a specific tag and the guarding SkaarjTrooper, killed him as soon as the map started. Even the gasbags came over to help. What was with that?

Would a bKillMe AlarmPoint work in this situation? Going to go test it now.
Last edited by Yautja (Predator) on Thu Aug 28, 2014 8:24 am, edited 1 time in total.
someone else got the Predator username, but I've been lurking around unreal for 11 years as that name
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gopostal
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Re: Alarm system?

Post by gopostal »

I did a bit of code you can insert to particular monsters and it will prevent any sort of enemy scenario between them (even if they accidentally shoot/bump each other). I'm off to work but I'll post it up as soon as I get home.
Here's a demo vid, I called them NOFF monsters (No Friendly Fire):
I don't want to give the end away
but we're all going to die one day
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