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DynamicZoneInfo - 2 Questions

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
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)Leela(-[otS]-
OldUnreal Member
Posts: 205
Joined: Tue May 31, 2011 7:30 pm

DynamicZoneInfo - 2 Questions

Post by )Leela(-[otS]- »

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 :)
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)Leela(-[otS]-
OldUnreal Member
Posts: 205
Joined: Tue May 31, 2011 7:30 pm

Re: DynamicZoneInfo - 2 Questions

Post by )Leela(-[otS]- »

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.
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Rubie
OldUnreal Member
Posts: 170
Joined: Sat Jan 19, 2013 9:30 am
Location: Belgium
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Re: DynamicZoneInfo - 2 Questions

Post by Rubie »

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 :)
User avatar
Alien3674
OldUnreal Member
Posts: 23
Joined: Thu Aug 10, 2017 11:06 pm
Location: Russia

Re: DynamicZoneInfo - 2 Questions

Post by Alien3674 »


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!
   }
}
How well does it work on the server?
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