introduction | map layout | objectives setup | extraction point setup | EAS actors | tips


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.
   

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.



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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