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I remembered seeing this UTEd tool a few years ago. I went on a hunt for it, and found it.
It suppose to let you run around a map as a player, and drop in pathnodes that way. I sure hope it works. That would make pathing a map so much easier.
It's for UEd 2, which means it might work for Unreal 1 patch 227. I'm gonna test it for UGold (when I get the chance to). But can some of you test it out for me ...
Unreal 225, Unreal Gold and Unreal 227. Plus UT too.
It's got a readme with instructions. If it works it'll be on my site permanently. Let's cross our fingers.
Yeah, I know. That was the old URL for my site. I posted this request more that 3 years ago. I'd sure love to see it a part of UEd 2.1 (hint). I guess I'll have to find it again.
Actually, I completely forgot about it until I saw the 'today' tag just now. Nice to see people reading past posts, though.
It's a hack. Might as well use the "create path network" button, it's even easier... But neither way is proper. The only way to make proper paths is to place all nodes by hand.
What I'd like to be able to do is be a player, navigate the map, hit a key(s) and have an 'apple' be placed at that spot. The paths can be defined and fine tuned later. It would be nice to be able to do that. It could appear at the same height and manner as if put there by a right-click. I'd sure like to use it.
this is technicly possible if you want to code a simple text scraper/ procceser
Just throwig this out there.
custom added function inverory etc to spawn and log the vector to the log file
phraser to scrape the log file for said logged spawn entries.
morph that data into a t3d map file , import ,ap and merge ,
only thing is you cant undo. and if you make multiple paths they can overlap and crash , so its a one shot deal , after witch you need to use editor to edit.
this acully seems like a good idea ,
since i got many maps that need pathing , but i cant be bothered using the editor to place 4000 apples per map it tired me out to right click 8000 times to do that.
since i got many maps that need pathing , but i cant be bothered using the editor to place 4000 apples per map it tired me out to right click 8000 times to do that.
Pathing is always painful and boring, I know how you feel.
Select one pathnode, CTRL+W, then drag the new one to the next place, CTRL+W, etc. You can select one pathnode and just move your mouse around the map, releasing pathnodes after pathnode, like Hop-o'-My-Thumb releasing bread crumbs. Not perfect, but hundreds of times more quick than the right-click method.
Last edited by Hellkeeper on Sat Oct 20, 2012 8:10 pm, edited 1 time in total.
Now, there is a list of actors you can change in the editor after the gun is placed and spawn 32 different actors.
LMB - place an actor
RMB - selecting mode:
[ch9500][ch8594] LMB - up
[ch9492] [ch8594] RMB - down
Crouch - Placing mode.
instead of doing begin actor and end actor , would it be possible to use a asci llinebreak or car return?
This is a interesting method , since you could always delete the added actors in the editor later.
also easy to turn your outputed log brush code into a dynamically loaded mutator "patch" for adding stuff serverside. since i have a script that reads brush code and outputs a mutator...
As to replacing Begin Actor and End Actor - No idea, it's Unreal's way of writing the Clipboard and I am using it... And it seems to work just fine.
I'm not really good with online coding but I guess I can give it a try. I also am thinking about creating a Brushgun - you'd draw brush vertices in game, move edges and stuff and get the output code of the brush in the LOG file.
Anyway, back to PathNodeGun:
Unreal 227i version and Unreal Tournament version.
Now, you can edit properties for each class you have in your PathNodeGun.
Primary Fire - place an actor at the targeted location,
Secondary Fire - place an actor at the players location,
Crouch - browse through classes,
Walk - change settings.
You can:
Change rotation of a class to - no rotation, same as player, random, aligned to surface.
Fix Pitch, Roll or Yaw to zero.
Change the scale and randomize it.
WARNING: Don't change the scale of pawns as the script sets the Collision based on the scale - this is also done for pawns for begin play so their collision scale will be doubled.