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There are a number of other additions you can make that will enhance
the play of your EAS map. Sniper actors to defend spawn points from
campers, airstrikes that can be called in by either team to attack
set areas and random movers to make your map that little bit different
each time it is loaded.
Basically
this actor plays the part of issueing Briefings when a player joins
a game. Briefings are team specific and up to 5 lines of 'orders'
can be displayed.
EASMapInfo can be found at:
Info >> EASMapInfo
| EASMapInfo |
| Section |
Property |
Function |
| EAS |
AdditionalBriefingText |
Amount
of error in the snipers aim. |
| AdditionalDefenderBriefingText |
Set to true
sniper will use burst fire mode using the chosen weapon. |
The M2HB actor can be found at:
Decoration >> ut_Decoration >>
INFUT_ADD_Decoration >> INFUT_ADD_Turret >> INFIL_UTM2_50
>> INFc_M2HB
INFc_M2HB |
| Section |
Property |
Function |
| inf_T_Control |
bControlPitch |
Set to
true. Limits the vertical movement range of the M2HB to the
maxPitch and minPitch variables set below. |
| bControlYaw |
Set to true.
Limits the horizontal movement range of the M2HB to the maxYaw
and minYaw variables set below. |
| maxPitch |
Set to
highest pitch position. |
| maxYaw |
Set to
highest yaw position. |
| minPitch |
Set to
lowest pitch position. |
| minYaw |
Set to
lowest yaw position. |
| |
| Inf_T_Destroy |
bDestroyable |
Determines
if the M2HB can be destroyed or not. |
| DestroyEvent |
Used to trigger
an event on destruction, like smoke from the destroyed gun. |
| MaxDamage |
Effectively,
the health of the M2HB, damage does accumulate. |
|
| INFc_M2HB |
ActionTime |
'Grab' time
taken to reload the M2HB. |
| GrabMessage |
Message displayed
if viewed by a player
e.g: (- press Grab key to use -) |
| GrabMessageEmpty |
Message displayed
if viewed by a player and the weapon is empty e.g: (- hold Grab
key to reload -) |
| |
|
|
| Inf_T_ShakeMesh |
bAffectPlayerView |
Set to true,
this will make the players view shake when firing the M2HB. |
| bShakeMesh |
Shaking effect
for the M2HB, on or off. |
| |
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SETTING UP THE
M2HB:
1. After
selecting the M2HB from the actor class browser, add it in the
desired location. It's recommended you build some kind of stand
or tripod for the turret to make it look that little bit more
realistic. |
2.
Once you have the M2HB in the position
you want, it's time to setup the Control settings. As most mounts
for these weapons are setup on the edge of buildings or surrounded
by sandbags, you need to limit the movements of the gun to stop
it from passing through it's surroundings.
Open the properties of the M2HB and then open the Movement section.
You will notice the Rotation settings will be at Pitch=0 Yaw=0
Roll=0. Pitch is vertical movement of the object, Yaw is horizontal
and Roll is well...roll. We will only need to deal with Pitch
and Yaw.
To control the movement of the turret we will need to know the
freedom of movement it has in any given direction. You might
need a pen and paper, or notepad. Take care when writing the
numbers down. Some values may be negative, the minus sign can
be hard to see and is vital to making the turret work correctly. |
|
- Rotate the M2HB to aim up as high as it can without the handles
of the gun touching the ground, write down the Pitch number displayed
in the Rotation settings. Then rotate it to aim as towards the ground
as far as possible without the barrel of the gun passing through any
geometry and write down the Pitch number.
- Rotate the M2HB as far left as you can and write down the Yaw number
displayed in the Rotation settings, then do the same to the right.
- Determine the lowest Pitch value and the lowest Yaw value and enter
them into the minPitch and minYaw slots in the Inf_T_Control section.
- Place the remaining two values in their respective slots, highest
Pitch value in maxPitch and highest Yaw value in maxYaw.
3. Save and test.
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This actor as mentioned previously serves the primary use of defending
spawn points. Using a set radius these invisible snipers cover the
set area using any of the weapons available in Infiltration. They
can be set to give a warning message to enemies trying to enter the
area and can also be setup to fire a number of warning shots before
attacking the target.
The EASSniper actor can be found at: Keypoint
>> EASObstruct >> EASSniper
| EASSniper |
| Section |
Property |
Function |
| EAS |
aimerror |
Amount
of error in the snipers aim. |
| bUseBurst |
Set to true
sniper will use burst fire mode using the chosen weapon. |
| bWarnFirst |
Set to
true the sniper will fire warning shots first. |
| FireRadius |
Range radius
of the sniper. If set to zero then you can use this sniper class
to only send out a warning message. Can be used for covering
larger areas or single entrances to a covered area.
|
| MessageWarningRadius |
Sets the
distance that enemy players will recieve a warning message
from. This radius should be considerably larger than the FireRadius
to give players time to move away from the area and to stop
players accidentally entering the fire radius due to momentum
after sprinting for example.
If set to zero then no warning message will be send. This
can be used to cover edges of an area or larger areas that
already use warning messages on their entrances.
|
| RememberTime |
Length of
time in seconds that the sniper will remember a player being
within the FireRadius. See notes
about RememberTime below. |
| ShotDelayMax |
Maximum time between shots
fired by the sniper. |
| ShotDelayMin |
Minimum time between shots
fired by the sniper. |
| SWeapon |
Weapon to be used by the
sniper. |
| Team |
Needs to be set to the
team that 'owns' the sniper. It will then attack any players
or bots that are on the opposing team. |
| WarningMessage |
Message displayed to enemy
players inside the MessageWarningRadius. |
No real need for explaination of setting up the EASSniper. Add as
you would any other actor, then adjust the settings above as needed. NOTES:
RememberTime: The
EASSniper actor will not
fire on players/bots that are within the FireRadius distance UNLESS
it has a direct line of sight to it's target. If a player has had
triggered warning shots from the sniper and manages to hide from the
sniper's view (while staying inside the FireRadius) and then returns
to the snipers view within the remember time, the player will NOT
have warning shots fired at them. The sniper will be aiming at the
player at this time.
Placement: It
is strongly recommended that you do not place sniper actors anywhere
near the main area of play. Being killed by an invisible enemy is
frustrating to most players so use them as a punishment for players
going where they shouldn't. Protecting spawn points from spawn campers
should be their most common use.
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In order to clear areas or wreak general havoc we have included the
ability to trigger airstrikes in Infiltration maps. These airstrikes
have the ability to attack random spots within a set radius. The damage
from the blasts is massive and will leave the area it hits scorched
and smoking. SETTING UP THE AIRSTRIKE:
The Airstrike Actor can be found at:
Effects >> EASAirstrike
| EASAirstrike |
| Section |
Property |
Function |
| EAS |
bSpawnLights |
When set
to true the bombs dropped will cast a flash of light when they
explode. In bright outdoor maps it is advised that this property
is set to False as the light produced may over-light the map. |
| IncomingSound |
Sound played
while bombs are 'dropping' |
| MaximumRadius |
Maximum
radius that the bombs will randomly fall in. |
| NumberOfBombs |
Number
of bombs to be dropped within the TimeDuration. This number
of bombs will be dropped each time the airstrike is triggered. |
| TimeDuration |
Time in
seconds taken to drop the bombs. |
| WaitTime |
Time in seconds
after the Airstrike has been triggered that the bombs will start
dropping. |
1.
Select the EASAirstike actor from your
class browser then right click in the spot you wish to place
it, in your perspective view. Select add EASAirstrike from the
menu.
2. Make sure the actor is above all obstructions
inside it's attack radius. This will allow the bombs to fall
correctly. Edit the above properties as you see fit.
3.
We now need to setup the trigger for the airstrike. It is recommended
that you use a team
grab trigger for this, allowing only
one side to have access to the airstrikes. Set the event tag
of the trigger to Airstrike for example. Then set the tag of
the airstrike actor to the same. You now have the basic components
needed for an airstrike.
Using dispatchers you can setup a number of events to trigger
when the airstrike is called, e.g sirens, fly-bys, radio warnings.
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These specially designed movers are
assigned a number of keys in various locations by the mapper. Upon
loading the map, one of the keys is chosen randomly and the mover
stays in that location until the map is reloaded. By using a number
of Random Key Movers you can create a dynamic layout for your map
with a several combinations of cover and architecture. This forces
players to change their tactics and movement each time they play
the map.
| INFm_RandomKeyMover |
| Section |
Property |
Function |
| INFm_RandomKeyMover |
AttachTag |
Tag used to
attach meshes to the Random Key Mover. |
| KeyEventTag |
List of
events that are triggered by each Key in the mover. |
1.
Prepare your mover brush as you normally would, but don't add it
to the map. Set the brush in position to be placed.
2.
Instead of selecting add mover from your toolbar, right-click the
icon and select INFm_RandomKeyMover.
3.
The mover is now placed in the map. Set up the keys as you would
with a standard mover. It's recommended that you set 3 or more positions
for the object. If you set more than 2 keys for your RandomKeyMover
make sure you adjust the NumKeys property (INFm_RandomKeyMover
>> Mover >> NumKeys)
to match the number of positions your mover has. This should be
all you need for a basic RandomKeyMover. On loading the map every
RandomKeyMover is triggered to select a key automatically.
KEY EVENT TAGS:
This property allows you to set events
for each of the Keys of your RandomKeyMover. Used to trigger BlockPaths
this can prevent problems with bots trying to take paths with RandomKeyMovers
in the way. These events can be used to activate anything that is
triggerable, other movers, playerstarts...anything!
NOTES:
If you have a number of Random Key Movers in one area, make sure
they do not sit within the same spot as a nearby Random Key Mover
in any of your keys. It is quite easy to accidentally set a key
for the RandomKeyMover in the same position as another RandomKeyMover's
key position when working with a number of them in the same area.
Lighting RandomKeyMovers can be quite difficult, you may want to
set them to DynamicLightMover so that the lighting is determined
after the location for the mover has been determined at the beginning
of each round.
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STARTING CAMERAS

At the beginning of the map, prior to the first spawn, cameras can
be set up for either team, displaying a static view of an area or
have the camera track an object on startup. Either a generic camera
can be placed or individual camera's for each team.
Starting camera can be found at:
INF_GameObjects >> INFg_StartingCamera
| INFg_StartingCamera |
| Section |
Property |
Function |
| EAS |
bNoTeamCheck |
Default is
true. Set to false if you want a check to be run to see if there
are seperate cameras for each team. |
| Team |
Set to the
owner team of the camera. |
| TrackTargetWithTag |
The camera
will follow the actor with the specified tag automatically.
So you can ie attach the camera to a mover and let it fly around
the target that then stays in view while moving around it.
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ENDING CAMERAS
Upon completion of the round, the
players view can be set to a camera position within the map. With
the ending camera actors in EAS, you have the ability to create
a final static shot of the map or have the camera track an object.
Also you can setup cameras to show different areas of the map depending
on which team won the round.
Fixed Ending camera can be found at:
INF_GameObjects >> INFg_EndingCamera
>> INFg_FixedCamera
| INFg_FixedCamera |
| Section |
Property |
Function |
| EAS |
bNoTeamCheck |
Default is
true. Set to false if you want a check to be run to see if there
are seperate cameras for each team. |
| Team |
Set to the
owner team of the camera. |
|
| INFg_Ending_Camera |
bIsActive |
Can be toggled
by an outside event. |
Tracking Ending camera can be found at:
INF_GameObjects >> INFg_EndingCamera
>> INFg_TrackingCamera
| INFg_TrackingCamera |
| Section |
Property |
Function |
| EAS |
bNoTeamCheck |
Default is
true. Set to false if you want a check to be run to see if there
are seperate cameras for each team. |
| Team |
Set to the
owner team of the camera. |
| TrackTargetWithTag |
Set to the
tag of the object you wish to track. |
|
| INFg_Ending_Camera |
bIsActive |
Can be toggled
by an outside event. |
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Events can be
triggered using the 'grab' key when setup with either a GrabTrigger
or the TeamGrabTrigger. GrabTriggers are accessible to either team,
TeamGrabTriggers on the other hand are restricted to use by the
assigned team.
Triggers >> Trigger >>
INFm_GrabTrigger
| INFm_GrabTrigger |
| Section |
Property |
Function |
| EAS |
GrabMessage |
Message displayed
when player is in grabbing range |
| GrabRadius |
Grabbable radius
of the Trigger |
Triggers >> Trigger >>
INFm_GrabTrigger >> INFm_TeamGrabTrigger
| INFm_TeamGrabTrigger |
| Section |
Property |
Function |
| EAS |
bSpecialistHasToTouch |
When set to
True and Specialist mode is being played, the Specialist is
the only one able to activate this Trigger |
| GrabMessage |
Message displayed
when player is in grabbing range |
| GrabRadius |
Grabbable
radius of the Trigger |
|
| INFm_TeamGrabTrigger |
Team |
Set to desired
Team. |
NOTE:
Be careful when placing GrabTriggers, the collision radius needs
to be set to collide with actors in order to work, this means they
will eat bullets when fired upon. Keep the collisions low and place
the triggers in non-combat areas.
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