NEW REVISION- Duel Melee map "MK4's Elder God stage&

Discussions about Chaos mapping for the UT series.
BIGFOOT_PI
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Post by BIGFOOT_PI »

Since I couldn't do that suck-in hole thing since the floor is made of solid static mesh, I made the middle into a different kind of trap- which Im sure you will discover fairly quickly ;)
BOOM!!!

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TKATK
the magical link fairy
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Post by TKATK »

Well,another cool thing would be a invisible crusher that would push dead bodies up so it would look like this happens in water,dead bodies rise up

it would be cool imo(whack someone down,and he slowly lifts up)
BIGFOOT_PI
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Post by BIGFOOT_PI »

um, but wouldnt that affect the alive/winner player too?
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Kyllian
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Post by Kyllian »

BIGFOOT_PI wrote:um, but wouldnt that affect the alive/winner player too?
Not if you set it up to collide with only dead bodies
Don't ask me how tho
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jb
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Post by jb »

Finally got a chance to play it and it was pretty fun. I would suggest throwing all files into one zip just to make things easier on me. I never played a lot of the MK serries so forgive me if I can not commit about that aspect of it. But it was a fun map and fits duel pretty well. Good work! Now More maps please!
Jb
BIGFOOT_PI
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Post by BIGFOOT_PI »

thanks- Im still tweaking the pit- everytime I think Im about to release it something else crops up thats not quite right.
PS- is there a way to make a trigger triggered by karma ragdoll body only??
And yes- I will start putting them in one zip... Just I had to make updates so many times to the map file I didnt want to have to re-upload the whole "shabang"
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TKATK
the magical link fairy
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Post by TKATK »

btw could you upload a all in one zip too for thoose who dont want to unzip all the 4 archives everytime they reinstall ut
BIGFOOT_PI
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Post by BIGFOOT_PI »

So anyone else run the latest revision of the map yet? I'd like to get more people's feedback before I deem it "FINAL"... you try it FU? ANyone else?
-Later dudes...
BOOM!!!

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Shadowstar
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Post by Shadowstar »

Technically, a trigger that reacts to karma objects will not work properly because karma is not replicated across a network. What if the corpse on the server triggers the trigger, but the corpses seen on clients don't? Unfortunately, it's just not possible.
BIGFOOT_PI
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Post by BIGFOOT_PI »

ok- thanks for the info. I had a feeling that might be the case since karma can be turned off on client PCs, using vector animated deaths...and with that confirmation Ill give up un trying to get blades in PIT map to cause karma objects to stick to them. NOW- heres a good question- HOW DO THE ARROW projectiles stick player bodies to walls?
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Shadowstar
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Post by Shadowstar »

Don't get me wrong, blades and stuff can work with karma, but what I'm talking about is using karma to trigger things that would be relevant to all players. Since the corpse could end up in a different place for each client that views it, using that corpse as a means to trigger a mover, or a volume, or something else that is game-relevant, won't work. However, you can have corpses stick to things without much trouble. Sure, the corpse may not stick on some people's machines, but on some it will. It's the best you can hope for. Since the corpse doesn't actually interfere with gameplay, it doesn't really matter.

Take the spikes in Duel-Arena for example. If you jump onto them (or you get kicked or hit onto them), they will stick you and kill you. Depending on your computer, and the way you hit them, you may even stick to them. I used a concept I call "Karma Spikes" to do this. These are invisible movers that only collide with karma objects. Most of them are spike-shaped, which helps to stick a corpse (it seems to be the best shape for a good "hanging corpse" effect), and there is one that is a rectangular shape to keep the corpse from flying upward. The Karma spikes are triggered by the player, who also triggers a scripted Kill Instigator. The Kill Instigator immediately kills the player (which produces the ragdoll), milliseconds later, the ragdoll is skewered by karma spikes and held in position. The effect hopes that this occurs at the tip of the spike, that the corpse hasn't travelled too far from the point it was generated (the moment of death) to where it is when the spikes hit it. Since only a fraction of a second has passed, this is probably likely. Sometimes this doesn't work, however, and the corpse seems to slide off, or the corpse only brushes the spike, and ends up getting a foot or an arm stuck to the spike. Rarely the corpse ends up kinda floating in air oddly, but most of the time, it ends up with a cool effect. After about 5 seconds, the karma spikes retract, allowing the corpse to drop off the spike and splat to the ground beneath.

Now, if the player dies from something else before they hit the spike, they cannot trigger the karma spikes. This is the only limitation. In order for it to work, a net-replicated entity (in this case, the living player) must hit the trigger. Once this has occured, that entity can be removed, and a karma object spawned to take advantage of the karma spikes. (this is what occurs when a player dies, thier player pawn is removed and a ragdoll is spawned in thier place.)
BIGFOOT_PI
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Post by BIGFOOT_PI »

Yeah- I think I discussed this before- but basically- Its not practical to make 1000 "player spiking movers" since I have like 200 blades on the floor and around the pillars. Plus I was hoping that when a player was killed and the karma body fell off the pit bridge and happen to hit a blade on the way down it would get hooked onto it. But I guess this isnt gonna be do-able. No big deal. I guess the next route would be to see if its possible to get a "dead Player only" to stick to blades or other objects regardless of karma being on or off.
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Shadowstar
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Post by Shadowstar »

Some things to try:

Create a physics volume around the spikes with a fluid friction setting of about 60 or 70, and set bwatervolume to True, then reduce the terminal velocity to about 20 or 50. That should cause stuff to appear as if it gets stuck when it falls into the area. If your spikes are too far apart, it may not look right though. If the corpses rise up after falling in, try increasing the friction to about 80 or 90.

You may also be able to get karma spikes to work by making several very thin and long spikes and having them move across all of the spikes whenever the spikes are triggered. You could use copies for most of it.
BIGFOOT_PI
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Post by BIGFOOT_PI »

yeah- I tried those suggestions allready. Didnt get the desired effect, but thanks so much for your continued suggestions :)
problem is my spikes are small, and I would have to have volumes of about 16-32 in size to get it to react properly, but my blades are only 4 width size- so end up with volume interaction when not even near the blades...
Ill look into your suggestion about a different way to use spiking movers...
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Shadowstar
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Post by Shadowstar »

Ok, good luck! I always like to see maps that take full advantage of the ragdoll system. :)
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