TELEPORTATION EFFECTS, TRANSLOCATIONS & JUMP SPOTS
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
Teleportation effects are just that :). Since
translocator devices in Unreal Tournament are just "personal teleportation" devices I figured they
should be on the same tutorial. Jump Spots show the bots which places can be reached with a jump
boot or a normal jump and how to jump to that place.
TELEPORTATION EFFECTS:
This tutorial is more about teleportation
effects than about the how and why of teleportation's. What is this teleportation
effect I'm talking about? - two maps that use this is CTF-Facing Worlds
and the assault map Overlord (remember the foxholes). Well to achieve that
effect its a simple process (hey I'm wondering if that's the reason that I
wrote the tutorial in the first place). The effect is achieved by simply
taking a decoration from under classes menu and changing its texture and
draw type. Here's how to do it:
1. Create a room 1024x2048x2048 or something around that size so that
we you can do the whole tutorial in one map without having to create a separate
map for each part of the tutorial.
2. Choose classes from the browser on the right. Expand Decoration|
ut_ decoration and choose barrel1. The choice of the decoration to use for
the effect is up to you, but I usually use barrels or the utflare or torch
flames - you can use something like a fighter just use any deco :). Add one barrel on either
side of the room. Change the texture on one wall to something bizarre or
out of sync so that you can identify that it works - you'll be able to
make out which one you went into and which one you got out from.
3. Got to barrels advanced properties (or whichever
decoration you used). Then under display you need to set the following
parameters:

(a). First and most important choose a texture for the teleporter effect.
I would suggest the Worm files (Worm 3A,B,C, etc.) from the SpaceFX
texture package or the from the HubEffects texture package. I used the
worm3a from SpaceFx.
(b). Once you have chosen a texture hit the use button next to the line
that says texture. Don't touch the mesh settings.
(c). Under style choose STY_Translucent so that you are able to see
through the effect.
(d). Under DrawType choose DT_Sprite. If at a later date you find that you
are not getting the effect that you wanted this is probably the step that
you screwed up.
(e). Next set DrawScale to around 1.5. the size is up to you but don't make
it too small. Also set ambient glow to around 100.
(f). bUnlit - True, so that it reflects all the possible light from around
it.
That's the end of the teleportation effect. You can leave all the other
default settings in place.
4. You should place light right on top of the barrel that has
become the teleportation effect according to the color scheme. This makes
it look funky. For example if you used the red worm you could just place a
light right on top of it and change LightColor under its properties to
LightHue 0 and LightSaturation 0. Take a look below to see what I mean.
5.
As you can make out from the picture above I've placed a
teleporter right smack in the middle of the former barrel. Locate it under
Classes|Navigation Point|Teleporter (don't expand it just add in a plain
teleporter). Place one more in the middle of the second barrel that you
should know by now how to make into a teleporter effect. Set the tag
(under Advanced Properties| Events|Event) of the first teleporter to 1 and
the tag of the second teleporter to 2. Then under the advanced properties
of the first teleporter, expand Teleporter and in URL put 2. For the
second teleporter set the URL to 1. This way when you step into one you
will step out of two and if you step into two you will step out or be
taken to one. Remember that they can be anywhere in the map, i.e. 1can be
at one end and 2 at another end of the level. Under collision play around
with the radius to get the effect that you want.
6. Place in a Player Start from under navigation point. Since
you've placed all your lights just do a quick rebuild of lighting and
geometry and viola you are ready to go. Here you can see my final level:

NOTE: You can locate
something known as the visible teleporter from under teleporter. You just
need to place this in your level and set the tags and their URL's no need
to bother about textures, DrawType, etc. - just add it in and set URL's
and you are off and running - a totally preconfigured teleporter. I
personally don't like using these, except in team games as I feel the do something to the level
that doesn't gel well with me. But if you remember the DM-Gothic map
which uses this it doesn't really detract that much from the feel of the
level. So it depends on you but I feel these teleporters are far better.
To drive home this point I suggest you follow this link to cliffyb's
site and read what he has to say about DM-Unreality][ which uses
teleporters. Well that should be proof enough that using teleporters in death match
is a bad idea.
BOT TRANSLOCATION :
Sure you can use the translocator however
you want, but how do you let the bots know they should use the translocator
device to reach a certain area. Lets find out how:
1. Add a room to the side of the first room that was created before
if there is not enough space and connect the two rooms. We want to make a
high ledge and make the bot use the translocator device to get onto the
ledge. You must remember though that the bot will not make a translocation
simply - there has to be reason for it. So when you make the ledge put the
only weapon (from Classes| Inventory | Weapon) on that ledge. Ok after you
finish creating a ledge (around 256x256x1024) by adding it into the room
place the only weapon (the only item in this level for that matter)
on the ledge so that you can observe the bot doing the translocation.
2. Expand Navigation Point|LiftCenter. Under that you will see an
item named translocdest (translocation destination). This must be placed
where you want the bot to aim and shoot the translocator device. Place
this on the ledge next to the weapon. Under translocdest's advanced
properties expand LiftCenter you should see an entry for LiftTag give it
an unique name like translocation1. That's all you need to do for the
translocdest - no need to touch Events|Tag or anything.
3. Still under Navigation Point locate LiftExit and place one next
to the transloc- dest on the ledge and one on the floor from where you
want the bot to shoot the translocator device. Under both their advanced
properties expand LiftExit and set LiftTag to the same as the previous one in
this case translocation1.
Hit F8 and when the rebuilder opens hit Paths Define under the lighting
tab. Since there is no progress bar the only way to find out that its over
is by clicking around. In the first person view, under the view menu check
show paths. You should see the liftexit on the ground connected to the
translocdest on the ledge by a blue line and the other liftexit on the
ledge. The translocdest is on the left in the picture :

4. Place a second player start in the room. Locate pathnodes from
under Navigation Pont and by using the first person view add in a line of
them from both the player starts to the liftexit on the ground. Do a
rebuild of geometry and lighting if you haven't done one already and under
the lighting tab do another Paths Define.
5. When you open the level under practice session in Unreal Tournament go
to the settings tab and check translocator. When you play the level you
should see the bot rush and do a translocation to get onto the ledge.
JUMP SPOTS :
Jump Spots basically let a bot know that he
can use the jump boots or impact jump to get to a previously inaccessible area. Its
unlikely that if you place the jump spots at one end and the jump boots at
another end that they will ever use it. Jump Spots can also be used
normally in the sense that you can show a bot that a place can be accessed
by a normal jump. For example if you have a series of ledges and below
that lava and the only way to cross is to jump forward from ledge to ledge
then you should use jump spots.
Jump Spots don't need to be explained that
much they are just like transloc -dest so the same settings apply. (They
are located in the usual place - Navigation point|LiftCenter). That is you
would place a JumpSpot on the ledge and next to it a lift exit and
on the ground another liftexit and use the same settings as translocdest.
You should also place jumpboots nearby. This is for jump boot settings. As
I mentioned before we can make the bots do an ordinary jump in the same
way. All the previous settings apply here the only thing you need to do is
under the jumpspots advanced properties|jump spot set bImpactJump to true.
Only in the case of normal jumps without jump boots should you use this
setting - it basically tells the bots they can attempt the jump without
boots by using the impact hammer. Another example is that if you have a ledge not really high but not
really low either and some stuff on it the bots will get confused or wont
use it unless you use a jumpspot. As usual do a paths define and check it
out. That's it for this tutorial.
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