Hello
I have two questions about the DynamicZoneInfo actor.
1) Currently it's not possible to spawn them into a map because bNoDelete is set True.
Is it possible to make a subclass of them with bNoDelete = False and would the use still be safe?
2) In the editor you can see the bounds of the DynamicZoneInfo in the 3d view, but not in the 2d views. Usually I align actors or brushes in the 2d views. It's a bit difficult to do that in the 3d view.
Is there a way to make the bounds of a DynamicZoneInfo visible in the 2d views?
Thanks for any replies in advance
For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
DynamicZoneInfo - 2 Questions
- )Leela(-[otS]-
- OldUnreal Member
- Posts: 205
- Joined: Tue May 31, 2011 7:30 pm
- )Leela(-[otS]-
- OldUnreal Member
- Posts: 205
- Joined: Tue May 31, 2011 7:30 pm
Re: DynamicZoneInfo - 2 Questions
Hi
I made a modified actor of DynamicZoneInfo with bNoDelete=False and it can be spawned into a map now. It works normally, I couldn't find any problems with the altered setting.
Changing bNoDelete to False seems to have no negative effect on the function.
I made a modified actor of DynamicZoneInfo with bNoDelete=False and it can be spawned into a map now. It works normally, I couldn't find any problems with the altered setting.
Changing bNoDelete to False seems to have no negative effect on the function.
- Rubie
- OldUnreal Member
- Posts: 170
- Joined: Sat Jan 19, 2013 9:30 am
- Location: Belgium
- Contact:
Re: DynamicZoneInfo - 2 Questions
Hi
I made a modified actor of DynamicZoneInfo with bNoDelete=False and it can be spawned into a map now. It works normally, I couldn't find any problems with the altered setting.
Changing bNoDelete to False seems to have no negative effect on the function.
I'm glad you did fixed that for your project !
me myself Im not a big fan from those dynamic zones , they not compatible backward and this can be fixed with a script inplace of a dynamiczone , also creating a normal zone and fix your issues can be more realistic for older versions and UT , but this is my opinion.
here an example for a script that can be used for climbing on a wall, cord or wall of a rock,
Code: Select all
//=============================================================================
// qtitLadderTrigger
//=============================================================================
class qtitLadderTrigger expands Triggers;
function Touch( actor Other ) //actor touches the ladder, calls this function
{
if( Pawn(Other) != None && Pawn(Other).bIsPlayer ) //if actor is a player do...
{
Other.SetPhysics(PHYS_Flying); //...do this
}
}
function tick(float DeltaTime) //tick tock.
{
local PlayerPawn pp; //define player class as pp
foreach TouchingActors(class'PlayerPawn',pp) //for all touching actors, if they are pp
{
if(pp.ViewRotation.Pitch < 57344 && pp.ViewRotation.Pitch > 40960) //at some point of view rotation do...
{
pp.Velocity.Z = -140; //...do this.
}
if(pp.ViewRotation.Pitch < 24576 && pp.ViewRotation.Pitch > 8192) //same as above.
{
pp.Velocity.Z = 140;
}
}
}
function UnTouch( actor Other ) //when actor untouches...
{
if( Pawn(Other) != None && Pawn(Other).bIsPlayer ) //...and is a player...
{
if( Other.Region.Zone.bWaterZone )
Other.SetPhysics(PHYS_Swimming);
else Other.SetPhysics(PHYS_Falling); //... go down make boom!
}
}
I have no signature
- Alien3674
- OldUnreal Member
- Posts: 24
- Joined: Thu Aug 10, 2017 11:06 pm
- Location: Russia
Re: DynamicZoneInfo - 2 Questions
How well does it work on the server?
here an example for a script that can be used for climbing on a wall, cord or wall of a rock,
Code: Select all
//============================================================================= // qtitLadderTrigger //============================================================================= class qtitLadderTrigger expands Triggers; function Touch( actor Other ) //actor touches the ladder, calls this function { if( Pawn(Other) != None && Pawn(Other).bIsPlayer ) //if actor is a player do... { Other.SetPhysics(PHYS_Flying); //...do this } } function tick(float DeltaTime) //tick tock. { local PlayerPawn pp; //define player class as pp foreach TouchingActors(class'PlayerPawn',pp) //for all touching actors, if they are pp { if(pp.ViewRotation.Pitch < 57344 && pp.ViewRotation.Pitch > 40960) //at some point of view rotation do... { pp.Velocity.Z = -140; //...do this. } if(pp.ViewRotation.Pitch < 24576 && pp.ViewRotation.Pitch > 8192) //same as above. { pp.Velocity.Z = 140; } } } function UnTouch( actor Other ) //when actor untouches... { if( Pawn(Other) != None && Pawn(Other).bIsPlayer ) //...and is a player... { if( Other.Region.Zone.bWaterZone ) Other.SetPhysics(PHYS_Swimming); else Other.SetPhysics(PHYS_Falling); //... go down make boom! } }