This is the mapping doc for this UT3 assault conversion.
v1.1
Downloads:
Starting
Maps have AS- prefix. After loading UnrealEd load assault.u from the actor browser.
The MyMapInfo in Word Properties under WorldInfo should be of type AssautMapInfo.
There you can set:
Objectives
They are located under NavigationPoint/Objective/UTGameObjective.
They look like flags in UED and are invisible ingame (save for the HUD beacon).
Here is a list of the available objective types:
The base FortStandard actor is placeable but it doesn't do anything other than existing. It can be completed with a Complete FortStandard action.
Under FortStandard
(subclasses of FortStandard will have their properties added in this section)
Under Objective
Works as simple trigger, touch once and it's completed.
You can use ContraintPawnClass to only allow a class of vehicle.
New properties are Health and Target. Target may be one of the things below:
It's found under Actor/DynamicSMActor/InterpActor. When you add the class it shows as the cube by default, to set another mesh modify the propertiy DynamicSMActor/StaticMeshComponent/StaticMesh.
Or if you add Assault to your EditPackage in UTEngine.ini it can be added like other meshes via the popup.
There's no difference with a regular Interpactor, but if you want an Interpactor you should consider using that instead as it's easier to set up, you won't need what's below.
For any other kind of Actor you want as a target you'll have to set up this kismet each time:
to transfer damage from target actor to the DestroyableFort, because it's not automatic.
In the pic InterpActor_5 is the target.
If you use an (AS_)InterpActor pay attention to the pivot location, because the bots will shoot precisely there and if it's located in a corner it will look strange. To modify it change its DynamicSMActor/StaticMeshComponant/PrimitiveComponant/Translation property.
It's like a TriggerableFort but the attackers have to stay there for "Hold Time" seconds to complete it.
Properties:
Typically linked with a mover like this:
Kismet
Cinematic
Both the matinee and the event that triggers it must be bClientSideOnly.PlayerStarts
Use UTTeamPlayerStarts, red for attackers and blue for defenders.Vehicles
They spawn with the team color of the closest active playerstart.
That's all about them for now...