Mapping tidbits I've picked up over the years...
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Weapons added to a map and then the map NOT compiled/Built, those weapons retain their original type even when StuffSwapper is running on the server to change one weapon for another.
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Scale for Giant Maps
384 units = 1 foot
3 blocks = 1 foot
24 squares = 1 foot (at 16 units per square)
12 squares = 6 inches
6 squares = 3 inches
2 squares = 1 inches (32 units)
32 units = 2 squares
16 units = 1 square
128 units = 1 block = 4 inches
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Scale for Regular Maps
24 units = 1 foot
12 units = 6 inches
2 units = 1 inch
A is Bot 78 units tall and 34 units wide
Average Ceiling Height 128 units ( 8 feet )
Hallway width is 52 units
Steps
Max height 24 units
Recommended 16 units
Jump Up
Max 64 units Normal Gravity.
Slopes
20 degrees acts like a regular floor
20 - 35 degrees bots slide down
> 35 degrees not climbable
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To make devilfish provide frags to player
Under Properties
Advanced
Always Relavent = True
Game Relavent = True
Orders
Fixed Start = False
Collision
Block Players = True
Collide Actors = F (For allowing the player to
get a frag with only Titan
weapon)
T (For fragging with any weapon)
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To Make Decorations not explode, like boxes etc..
Under Properties
Decoration
Onlytriggerable = True
Pushable = False
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For scrolling messages
Add Actor->Info->ScrollingMessageTexture In front of the brush that uses "Scripted.utx->CondemenedFont->Messagescroll2"
TYPE IN Font'ScriptedCondemendFont' into the "ScrollingMessageTexture"
actors Properties->ScrollingMessageTexture->Font
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U4Z is the Green U4
U4ZV2 is the Red U4
Sin2Ut is the Blue U4
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For messages in scrolling text and other items
%k = Person Killing/triggering
%o = Person destroyed
%lp = leading player
%lf = number of frags of %lp
%w = weapon used
%h = "His" or "Her" depending on skin type of player
%p = Player name ( UT Handle )
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To make a BLOCKALL to only block the player and teleporter, but not weapon fire.
Under Properties->Collision set the following attributes :
bBlockActors = F
bBlockPlayers = T
bCollideActors = T
bCollideWorld = F
bProjTarget = F
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Pressure Zone properties for killing quick..
Under Properties->PressureZone set the following:
DieDrawScale = 0
DieFatness = 255
DieFOV = 165
KillTime = 0
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For the CRM cannon ( Very special cannon ) you need to start editor with a map that has a CRM weapon, then do "New" then open your map, this makes the editor retain the "actor" stuff for the CRM in memory so you can use it in your map. After it is set up as a "Mover" do the following in the CRMSpecial Properties :
If none of the properties are changed from the original, the CRM cannon acts like a 50 cal. machine gun, very strong weapon.
CRMControl ...
BControlPitch = T
bControlYaw = T
bReversePitch = F
bReverseYaw = F
"All the rest are zero"
CRMEvents
"All set to "None"
CRMFile
AltFire_ProjectileClass = None
AltFireRate = 0
AltFireSound = None
AltReloadSound = None
Fire_ProjectileClass = None
FireRate = .1
FireSound (Default is fine)
ReloadSound (Default is fine)
CRMFireSettings
bControlFire = T
bInstantHit = T
bWaitAltFireRelease = F
bWaitFireRelease = F
InstandHitMode = IHM_Fire
ZoomMode = ZM_None
CRMInstandHit
AltInstandHitAccuracy = 1
FireEffect = (Default is fine)
InstantHitAccuracy = 1
InstantHitDamage = 32
OtherHitEffect = (Default is fine)
PawnHitEffect = None
WallHitEffect = (Default is fine)
CRMKeys
bUseKeyFrames = F
KeyMoveTime = 4
CRMOffsets
(All defaults are ok)
CRMSettings
ActivateMessage = (Default is fine)
bLetItMove = F
bSendUnTriggerToAll = F
bStopIfFeignDeath = F
CRMShakeView
bShakeView = T
shakemag = 300
shaketime = .1
shakevent = 2
____________________________________________________________________________
Weapons added to a map and then the map NOT compiled/Built, those weapons retain their original type even when StuffSwapper is running on the server to change one weapon for another.
____________________________________________________________________________
Scale for Giant Maps
384 units = 1 foot
3 blocks = 1 foot
24 squares = 1 foot (at 16 units per square)
12 squares = 6 inches
6 squares = 3 inches
2 squares = 1 inches (32 units)
32 units = 2 squares
16 units = 1 square
128 units = 1 block = 4 inches
____________________________________________________________________________
Scale for Regular Maps
24 units = 1 foot
12 units = 6 inches
2 units = 1 inch
A is Bot 78 units tall and 34 units wide
Average Ceiling Height 128 units ( 8 feet )
Hallway width is 52 units
Steps
Max height 24 units
Recommended 16 units
Jump Up
Max 64 units Normal Gravity.
Slopes
20 degrees acts like a regular floor
20 - 35 degrees bots slide down
> 35 degrees not climbable
____________________________________________________________________________
To make devilfish provide frags to player
Under Properties
Advanced
Always Relavent = True
Game Relavent = True
Orders
Fixed Start = False
Collision
Block Players = True
Collide Actors = F (For allowing the player to
get a frag with only Titan
weapon)
T (For fragging with any weapon)
____________________________________________________________________________
To Make Decorations not explode, like boxes etc..
Under Properties
Decoration
Onlytriggerable = True
Pushable = False
____________________________________________________________________________
For scrolling messages
Add Actor->Info->ScrollingMessageTexture In front of the brush that uses "Scripted.utx->CondemenedFont->Messagescroll2"
TYPE IN Font'ScriptedCondemendFont' into the "ScrollingMessageTexture"
actors Properties->ScrollingMessageTexture->Font
____________________________________________________________________________
U4Z is the Green U4
U4ZV2 is the Red U4
Sin2Ut is the Blue U4
____________________________________________________________________________
For messages in scrolling text and other items
%k = Person Killing/triggering
%o = Person destroyed
%lp = leading player
%lf = number of frags of %lp
%w = weapon used
%h = "His" or "Her" depending on skin type of player
%p = Player name ( UT Handle )
____________________________________________________________________________
To make a BLOCKALL to only block the player and teleporter, but not weapon fire.
Under Properties->Collision set the following attributes :
bBlockActors = F
bBlockPlayers = T
bCollideActors = T
bCollideWorld = F
bProjTarget = F
____________________________________________________________________________
Pressure Zone properties for killing quick..
Under Properties->PressureZone set the following:
DieDrawScale = 0
DieFatness = 255
DieFOV = 165
KillTime = 0
____________________________________________________________________________
For the CRM cannon ( Very special cannon ) you need to start editor with a map that has a CRM weapon, then do "New" then open your map, this makes the editor retain the "actor" stuff for the CRM in memory so you can use it in your map. After it is set up as a "Mover" do the following in the CRMSpecial Properties :
If none of the properties are changed from the original, the CRM cannon acts like a 50 cal. machine gun, very strong weapon.
CRMControl ...
BControlPitch = T
bControlYaw = T
bReversePitch = F
bReverseYaw = F
"All the rest are zero"
CRMEvents
"All set to "None"
CRMFile
AltFire_ProjectileClass = None
AltFireRate = 0
AltFireSound = None
AltReloadSound = None
Fire_ProjectileClass = None
FireRate = .1
FireSound (Default is fine)
ReloadSound (Default is fine)
CRMFireSettings
bControlFire = T
bInstantHit = T
bWaitAltFireRelease = F
bWaitFireRelease = F
InstandHitMode = IHM_Fire
ZoomMode = ZM_None
CRMInstandHit
AltInstandHitAccuracy = 1
FireEffect = (Default is fine)
InstantHitAccuracy = 1
InstantHitDamage = 32
OtherHitEffect = (Default is fine)
PawnHitEffect = None
WallHitEffect = (Default is fine)
CRMKeys
bUseKeyFrames = F
KeyMoveTime = 4
CRMOffsets
(All defaults are ok)
CRMSettings
ActivateMessage = (Default is fine)
bLetItMove = F
bSendUnTriggerToAll = F
bStopIfFeignDeath = F
CRMShakeView
bShakeView = T
shakemag = 300
shaketime = .1
shakevent = 2