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Very Hot Topic (More than 25 Replies) Unreal 227 Map Update Project (Read 25735 times)
[]KAOS[]Casey
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nedm

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Re: Unreal 227 Map Update Project
Reply #15 - Mar 17th, 2016 at 6:05pm
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ok so

i made something that attempts to issue a grab (via trace), but

a trigger does not bump, so it can't work as-is...


but, I could use a RadiusActors check to see if a player is within a radius of a trigger, then trigger it. But then you could trigger it facing the wrong way..

so I could also do some vector math so that the player has to be relatively in front of it, and I could also issue the trace to make sure nothing is blocking between the two.

Any preference on this?
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #16 - Mar 17th, 2016 at 7:56pm
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Thanks a lot for spending your time in doing this.



[]KAOS[]Casey wrote on Mar 17th, 2016 at 6:05pm:
ok so

I could use a RadiusActors check to see if a player is within a radius of a trigger, then trigger it. But then you could trigger it facing the wrong way..




I think this will work fine because the player will automatically look at the target he likes to trigger.

It will work the same way like my mover method but without any collision and blocking issues.



Your second method sounds also very good and more precise! Can I try both variants if this is possible?
  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #17 - Mar 17th, 2016 at 9:31pm
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I can make the trigger determine "how" it would like to be triggered.

like TriggerType, but maybe GrabType..

something like GrabType_Radius, GrabType_GeneralDirection,  GrabType_Trace/Precise.

This way you could make some things real easy to trigger if trace doesn't work quite well

Radius = somewhere near it, don't have to be facing it
GeneralDirection = Facing it, but not a specific place
Trace = Facing it AND nothing has to be blocking. Like a normal Grab trace. Generally speaking this wouldn't be much different than GeneralDirection, but you could make the trigger teeny & tiny for a small button or something for some cool secrets.


There are also other concerns, since this is a by-proxy issue...

the normal grab traces out to find something to hit, but this would first have to find something to hit. When I get home I can make a diagram of this issue. I can probably just make a "if it works it works" revision and if you want any adjustments I can make them

  
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #18 - Mar 19th, 2016 at 3:26am
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http://www.klankaos.com/227GrabTrigger.u

just use like a normal trigger with event/tag stuff.


when you use the "grab" function, the gamerules mutator will issue a 100UU radius actors check and try to check grabbing on every "GrabTrigger" in that radius.

I made the settings in the previous post but this is how they work:

Radius:
IF you press grab, and you're within the 100UU radius and within the GrabTrigger's collision radius, the event will trigger.

GeneralArea:
Same as Radius, but checks if you're looking at it somewhat. If you're not looking within 90 degrees left or right, it will not trigger.

Precise:

Same as GeneralArea, but if you're not looking within a few degrees directly at it, it will not trigger. Note that it doesn't account for the Z axis I can probably add this if necessary. This means if you're looking directly at it, but WAY above/below it, it will still trigger.

Keep an eye out for small collision radius on the trigger if there's an issue.

I could also add a debug mode to your log to figure out what's not working if you hae issues.
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #19 - Mar 19th, 2016 at 6:49am
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Sounds great! I'll download and test it until I'm at home! Thanks a lot.

If I found something I'll report it here.
  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #20 - Mar 19th, 2016 at 7:37am
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Oh, I also should note that if you use the trigger the gamerules mutator will add itself to the chain and you dont have to worry about it.

Just don't be surprised if horrible gametypes like JCoopZ break it.
  
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Re: Unreal 227 Map Update Project
Reply #21 - Mar 19th, 2016 at 3:06pm
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Hey there.

I tested it and it works fine for me Smiley thanks a lot!
I also tested it as client in multiplayer but this doesn't work yet.

Could you add multiplayer compatibility and options like bTriggerOnceOnly and OtherTriggerToggles to turn the GrabTrigger with other triggers on / off?

That will give me more flexibility to create cool triggering stuff.



Greetz Krull0r
  

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Re: Unreal 227 Map Update Project
Reply #22 - Mar 19th, 2016 at 3:16pm
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Krull0r wrote on Mar 19th, 2016 at 3:06pm:
Hey there.

I also tested it as client in multiplayer but this doesn't work yet.

Could you add multiplayer compatibility

Greetz Krull0r



Ignore this! it works fine in multiplayer I started the wrong map while testing  Smiley sry
  

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Leo T_C_K
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Re: Unreal 227 Map Update Project
Reply #23 - Mar 19th, 2016 at 3:30pm
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I usually like your work but I don't see this as something that will grab my attention and some choices you've made just go against the feel of the original maps rather than enhance it.

It sure has your feel in it, and perhaps this would be good in a project where you revisit those locations, sure. But as an enhancement or outright replacement, no.

Otherwise I really love many of your maps.

EDIT:
Of course I'd have to see the maps myself, but I'd really not see this as outright enhancement.

For example I don't think those fences would be standing there near Vortex Rikers given that it might not be too long before it crashed. Or the sizes of the cells.
  

People who accuse others of trolling are usually the biggest trolls themselves.
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #24 - Mar 19th, 2016 at 5:50pm
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ok I reuploaded with what should work.. I didn't test it at all, so something might be broken. Let me know.
  
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Re: Unreal 227 Map Update Project
Reply #25 - Mar 20th, 2016 at 9:11am
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okay I tested it.

Other Triggers can turn and toggle the Grabtrigger on and off.
bInitiallyActive works also fine
RepeatTriggerTime is not needed and does not work
RetriggerDelay works also good. This is perfect for preventing the player to spam the trigger Smiley
bTriggerOnceOnly does not work. This function is important for me.


  

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Re: Unreal 227 Map Update Project
Reply #26 - Mar 20th, 2016 at 9:54am
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[]KAOS[]Casey wrote on Mar 19th, 2016 at 7:37am:
Just don't be surprised if horrible gametypes like JCoopZ break it.

GameRules.CanGrab could work well with JCoopZ if it was called from Pawn.GrabDecoration instead of PlayerPawn.Grab, although the current implementation offers more possibilities for customizing the behavior of PlayerPawn.Grab for game types that do not imply overriding PlayerPawn.Grab as in JCoopZ. Maybe Zombie could add support of CanGrab in his game type?
  
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #27 - Mar 20th, 2016 at 4:50pm
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Ok, removed the RepeatTriggerTime since it's not needed, and I apparently forgot to implement it anyway, lol.

bTriggerOnceOnly should work now, but again, didn't really test it.

http://www.klankaos.com/227GrabTrigger.u
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #28 - Mar 20th, 2016 at 6:27pm
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I tested it and it works fine! THANK YOU SO MUCH =)  Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy
  

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Re: Unreal 227 Map Update Project
Reply #29 - May 21st, 2016 at 6:55am
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*UPDATE*


I'm still working on this project but the progress is very slow. I have a fulltime job in reallife and after this I try to find the time  to work on this project.

Here are some screenshots from Dig 227 Smiley

enjoy:








  

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