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General Chat / Re: Flash time Poll
« on: Thursday, January 10, 2013, 07:23:17 AM »put this thread to front page in news...i couldnt find it here
already done
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put this thread to front page in news...i couldnt find it here
Snakeplain could be cool if Defense were locked in that building and Assault had some snipers and grenades. It would be like Insurgent Camp except more stressed.
btw: this should be moved to bann appeals
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: -----------WARNING-----------
01/10/13 11:05:57 ScriptLog: DecoMesh::PostBeginPlay() Could not find DamageObjective for DamageTag LaundryBreak1
Begin Map
Begin Actor Class=DecoMesh Name=DecoMesh38
bDamageable=True
bInstantGrenBreak=True
DamageHealth=1
DamageSound=Sound'S-Foley.bulletimpacts.bulletimpactglassshatter1'
DamagedMesh=StaticMesh'myLevel.Windows.Window_ControlRoom01_Broken'
DamageEvent="CafeL1_3"
DamageTag="LaundryBreak1"
LightType=LT_Steady
LightEffect=LE_Cylinder
StaticMesh=StaticMesh'M-Pipeline.Windows.Window_ControlRoom01'
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=LevelInfo'myLevel.LevelInfo0',iLeaf=-1)
Tag="DecoMesh"
Group="None,halley_changes"
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume16'
Location=(X=807.135010,Y=335.522461,Z=86.093658)
Rotation=(Yaw=-65536)
DrawScale3D=(X=0.500000,Y=1.500000,Z=1.500000)
AmbientGlow=75
bShadowCast=False
bBulletPenetration=True
ColLocation=(X=807.135010,Y=335.522461,Z=86.093658)
bSelected=True
End Actor
Begin Surface
End Surface
End Map
Editor code (2.4.1) was built before carryable objectives were added. I think Blue or Possessed made an empty actor to rig it into place but I never tested it.
Begin Map
Begin Actor Class=AGP_CarryObjective Name=AGP_CarryObjective2
AccomplishMessage="Your team retrieved the case form the Upper Com Station."
FailedDefenseMessage="Opposing Forces retrieved the case from the Upper Com Station."
AttackDescription="Retrieve the case from the Upper Com Station."
DefenseDescription="Dont lettem have it."
Score_AssaultPlayer=20
Score_AssaultHelper=20
Score_DefenderKill=20
SequenceTag="Primary1"
InventoryTag="Inventory1"
RandomSelectedEvent="Rand2"
RandomTag="P1"
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=2305,ZoneNumber=53)
Tag="AGP_CarryObjective"
Touching(0)=AGP_ObjectivePickup'myLevel.AGP_ObjectivePickup1'
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
Location=(X=-129.939056,Y=-2736.867676,Z=-805.000000)
ColLocation=(X=-129.939056,Y=-2736.867676,Z=-805.000000)
bSelected=True
bIsLocal=True
End Actor
Begin Actor Class=AGP_CarryObjective Name=AGP_CarryObjective0
AccomplishMessage="Your team retrieved the case from the Lower Control Room."
FailedDefenseMessage="Opposing Forces retrieved the case from the Lower Control Room."
AttackDescription="Retrieve the case from the Lower Control Room."
DefenseDescription="Dont lettem have it."
Score_AssaultPlayer=20
Score_AssaultHelper=20
Score_DefenderKill=20
SequenceTag="Primary2"
InventoryTag="Inventory2"
RandomSelectedEvent="Rand1"
RandomTag="P1"
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=ZoneInfo'myLevel.ZoneInfo3',iLeaf=4490,ZoneNumber=10)
Tag="AGP_CarryObjective"
Touching(0)=AGP_ObjectivePickup'myLevel.AGP_ObjectivePickup1'
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
Location=(X=2692.651123,Y=3313.837646,Z=-1489.404053)
Rotation=(Yaw=7456)
ColLocation=(X=2692.651123,Y=3313.837646,Z=-1489.404053)
bSelected=True
bIsLocal=True
End Actor
end Map