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   Website 2004/06
   Hazel and René
mapping tutorials
SA Tutorials:

Mapping for SilentAssassins
  • SaBooks and SaExtractionPoints (updated for 0.009)
  • Mission objectives (updated for 0.009)
  • Explosion Code (updated for 0.009)

    This guide will take you through some of the extra options SilentAssassins has to offer to the mappers! I will keep these tutorials as easy as possible, but i recommend that you have had a more then average dose of UnrealEd. If you have any questions contact me.
  • SaBooks and SaExtractionPoints

    This is a new gameplay feature. You can put as many Sabooks(evidence you can pick up) in your map as you want and the player has to find them all and has to bring them to the ExtractionPoint! (you can disable this in the mission attributes)
    To start we need to open the Actor Class Browser. Press open and load SaGame.u, if you don't open it SA resources won't appear in the list! Lets place some SaBooks. Open the Actor Class Browser, expand it like this: Actor->Inventory->Pickup then select SaBook. Place as much as you like but you might want to keep a max of 5!
    SaBooks function as pieces of evidence, it has a default pickup message. You can change it if you like. You can check the picture below to see how it should look like:

    Now people can pick up the book when they come inside the books radius (you can adjust it if you want)
    Next we need to place a SaExtractionPoint (this is the place where the player should go with the evidence to complete the objective), open the Actor Class Browser again and expand it in this way Actor->NavigationPoint->SaExtractionPoint. Place it at the point you wish the extract should be. The player needs to get inside it's radius to get extracted! Some important things you might want to know: when the player has collected all SaBooks(evidence) and he touches the SaExtractionPoint; the mission is succesfull, if there are no other objectives left! The viewpoint will then be from the SaExtractionPoint not from the player! When the player hasn't collected all the evidence an icon will appear in the hud if he enters the extraction point! An example of a functioning extract below:

    (if you have placed the SaMission object in the game make sure you put bGatherEvidence=true, it should be true by default)
    If you followed this tutorial you should be ready to use this SA feature! You can only use this in combination with the silentassassins gametype! Have fun.

    Mission objective screen and objective attributes!

    You can add a SaMission item into the game, it then provides you with some additional options! To start we need to open the Actor Class Browser. Press open and load SaGame.u, if you don't open it SA resources won't appear in the list! Open the Actor Class Browser expand actors->SaMission and place it into the map. It doesn't matter where you put. Make sure you only place 1 of it. Open the SaMission properties and expand SaMission. There are some mission objectives which can be turned on or off. It's good to remember that some mission objectives work against eachother, for example: bKillisMission = true and killlimit = 0. Which means that you have to kill everyone, but without killing them... In 0.009 you will need to complete all objectives instead of only one objective in previous versions.
  • bKillExecutives: You need to kill all bots with the executive class if this is true. Those bots have a different skin :)
  • bGatherEvidence: You can switch this to false if you don't want this as a mission objective.
  • bBotsGetWeapons: The bots spawn with one of these weapons: shockrifle, flakcannon or rocketlauncher if this value is true.
  • bKillisMission: if this is false you can't end the game by killing all bots. Important: if you don't place a SaMission in your map this will be true!
  • Killlimit: This is the value that shows how much kills you may get, -1 is unlimited and 0 means you can't kill anyone except executives if that is a mission objective.
  • Killclass: I hope to get this to work in version 0.009. If you insert a class here, all members of that class needs to be destroyed to complete this mission objective!
  • DefaultFlares: This is the value that shows how much flares the player starts with
  • DefaultZoneName: This is the default zone name which shows in the scoreboards hud location, this will be the zonename shown if the current zone is not named
  • expand MissionObj section within SaMission. You can see 10 lines, you can describe your map/mission there. Make sure that you don't put more then 40 characters a line! It will get ugly in-game. I'm still working on the auto-size!

    If you followed this tutorial you should be ready to use this SA feature! You can only use this in combination with the silentassassins gametype!
  • Sa Explosion triggers

    This is one of the funny additional things, you are able to spawn any class with the explosion trigger. From unreali.cow (unreal cows) to botpack.warshell (redeemer projectile). Here is how it works in 0.009. Place a trigger somewhere in the level. Make sure it works, then give TriggerProperties->Events->Event a name for example: explosion1. Now we need to place a SaExpTrigger somewhere, it's located under: Actor->Triggers. Place it in the map and give TriggerProperties->Events->tag the same name as we gave before to the trigger, in this case we name it: explosion1. A red line should now connect the trigger with the SaExpTrigger. We are only halfway :). Let's open the SaExpTrigger's properties and expand the section SaExpTrigger. Here are some things you might need to set.
  • DelayInRow: The time between each explosion, spawns a class at each ExpPoint with a delay between them.
  • DelayTime: The time between each full explosion, spawns a class at each ExpPoint with no delay after this delaytime. (can be combined with delayinrow!)
  • Loop: This one is easy, if it's true it will continue in an infinite loop (don't use this often!)
  • Spawning: This is the place to set the class you want to spawn. I assume that people know how to do that. (open actor browser and select a class, then press use next to spawning)

    Now we need to set the points where the explosions spawn (including direction).
    Find a ExpPoint in Actor->NavigationPoint->ExpPoint, place as many as you want into the map (3 would work fine), you can rotate them and move them into the direction/place you want. Now you need to link the SaExpTrigger with the ExpPoints. Open SaExpTrigger->Events->Event set it to ExplosionLink1(you can use any name), go to the 3 ExpPoints and set their Events->tag to ExplosionLink1. This should connect them into the editor with red wires. Now test it and go spawn triggered explosions :)

    If you followed this tutorial you should be ready to use this SA feature! You can only use this in combination with the silentassassins gametype!
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