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 Post subject: KOTH map questions
PostPosted: Sun Aug 12, 2007 9:50 pm 
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Joined: Thu Sep 11, 2003 7:21 pm
Posts: 106
Is there a Chaos KOTH tutorial? I have a few questions:

I put ChaosGames.ChaosKotH in the level properties, and I have a KotH trigger that's active an enabled as far as I can tell. Are there any tricks to get the trigger to work, or any actors that need to be added? What needs to be changed from the default actor settings? Is 2000 too large of a radius for a KOTH trigger? Currently I can't get the KOTH timer to acknowledge I'm on "the hill"

I put in a ChaosMapInfo actor and tried the tip at the bottom of the thread here but now it's in arena crossbow mode, I was just looking to make it so the crossbow was the default weapon you start with without picking it up, to replace the CPP as being such. Any way to replace the CPP without forcing the arena mod?

Thanks for any help. I think I might actually finish this map.

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PostPosted: Sun Aug 12, 2007 10:27 pm 
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Joined: Sun May 18, 2003 2:27 am
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Location: Upstate N.Y. USA
There used to be a pretty spiffy tutorial but it seems to have left the building. Here's a quicky tut I wrote a couple years ago.... probably still works.

Just use a regular volume for the area where your hill is and give it a tag name in its Volume > AssosiatedActorTag slot.

In the Actor browser open up ChaosGames.u and you'll find the ChaosKotH_Trigger under Triggers > Trigger > . Give the ChaosKotH_Trigger the same name in its Events > Tag slot and your hill should work.

For the bots you'll need to add 2 ChaosKotH_HillPoint actors (NavigationPoint > JumpDest > JumpSpot > GameObjective > DominationPoint > ). In their GameObjective info set them to TeamControlled=True and change one of their DefenderTeamIndex numbers to 1 (0=Red, 1=Blue). Give them DefenseScriptTags and you can add UnrealScriptedSequence actors (Keypoint > AIScript > ScriptedSequence > ) for use as defense points by using the DefenseScriptTag in the UnrealScriptedSequence Events > Tag slot.

See if that helps. If not I blow some of the dust off my editor and have a look :D
---Hamm---

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 Post subject:
PostPosted: Sun Aug 12, 2007 10:48 pm 
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Forgive my ignorance... but is the KOTH mapping guide listed in the sticky no longer accurate? (Or are you like me, and tend to not even 'see' sticky threads at forums I visit? :wink: )

http://chaos.beyondunreal.com/docs/cut2 ... _guide.php


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 Post subject:
PostPosted: Mon Aug 13, 2007 10:28 am 
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Wow.

I'd looked at a sticky, and that wasn't it. I must've been in another thread while thinking I was in this one.

I did a search for KOTH, and getting to many results searched for KOTH TUTORIAL, and that didn't find it, as in the sticky, it's a "guide" instead.

Sorry.

Thanks for pointing out where the KOTH info was.

Also, thanks, Hammerman, for the AI info.

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PostPosted: Tue Aug 14, 2007 12:01 am 
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:oops: I guess I missed it too (redeemer)

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PostPosted: Tue Aug 14, 2007 3:11 pm 
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Can I use multiple KOTHPoint actors to give bots several places to stand on the hill as my hill is somewhat large? I don't want the bots too predictable where they'll hang out.

Also, in non-team KOTH games, do bots use both team KOTHPoints, or just team 0 or 1?

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PostPosted: Tue Aug 14, 2007 7:34 pm 
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Multiple KOTHPoint actors are fine or you can increase the radius on just one. Multiples will give you more control on where they stand if you have cover for them to hang near, but one big one might appear more randomy..... you make the call 8)

In non-team games they will use both team points.

Good luck
---Hamm---

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PostPosted: Tue Aug 14, 2007 9:02 pm 
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excellent. Thanks! Will use many points then.

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PostPosted: Wed Aug 15, 2007 5:20 pm 
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Thanks Hammer as I could not remembered!

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PostPosted: Wed Aug 15, 2007 10:50 pm 
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I never made a KOTH map so I made 6 variations on your Pyramid map to figure it out...... so you helped more than you thought :D
---H---

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