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Normal Topic Upak map Toxic (Read 280 times)
Rubie
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Posts: 135
Location: Belgium
Joined: Jan 19th, 2013
Gender: Male
Upak map Toxic
Mar 23rd, 2019 at 12:16pm
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Hello friends,

how can I fix with a .int file for the map TOXIC (upak ver. )

the mover  (door ) that close after hitting a trigger that is in the map

I talk about mover0 that has TAG : " noreturn"  and is commanded by  Upak.GameTypetrigger0 and 1
this close the door and there are 3 playerstarts after it , problem = if you die and  restart  you are back on first playerstart and you are blocked to continue the game ???

can this be fixed with a .int file so I don't need to change the map itself.

Greets,

Rubie
  

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Masterkent
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Posts: 1331
Location: Russia
Joined: Apr 5th, 2013
Gender: Male
Re: Upak map Toxic
Reply #1 - Mar 23rd, 2019 at 5:12pm
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int files are used to modify localized properties. Since tags and events are not localized properties, I doubt that you can alter them by means of int files.

You can try to disable that mover with UMapMod using the following text in UMapMod.ini:

Code
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[Toxic]
ModifyActor=(Name="Mover0",Params=("Tag=")) 



Note that Toxic.GameTypeTrigger0 is supposed to be disabled in multiplayer game, but your non-standard UPak uses an inappropriate "fix"

Code
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class GameTypeTrigger expands Trigger;

var() class<GameInfo> GameType[8];
var() bool bWorkingAsItShould; // This is here becouse this trigger is being missused on NaliC2 map. Set to true to make it functional.

function PreBeginPlay()
{
	local int i;
	local bool bRelevant;

	Super.PreBeginPlay();

	if( !bWorkingAsItShould )
		Return;
	bRelevant = False;
	for( i = 0; i < ArrayCount(GameType); i++ )
	{
		if( GameType[i] != None && ClassIsChildOf( Level.Game.Class, GameType[i] ) )
		{
			bRelevant = True;
			break;
		}
	}

	if( !bRelevant )
	{
		// This trigger is not relevant to this game type
		SetCollision( False );
	}
} 


which makes initially single-player only trigger enabled in Coop game...
  
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