Map editing question

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EvilGrins
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Map editing question

Post by EvilGrins » Wed Sep 21, 2011 7:10 pm

:shock: For a MonsterHunt map, is there a simple method to swap out all the monsters of a particular type in favor of another monster...or do I really gotta switch them all, one at a time, manually? :|

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ZippityDooDa
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Re: Map editing question

Post by ZippityDooDa » Wed Sep 21, 2011 9:56 pm

EvilGrins wrote::shock: For a MonsterHunt map, is there a simple method to swap out all the monsters of a particular type in favor of another monster...or do I really gotta switch them all, one at a time, manually? :|
manually
11100000.11111111.11111111.00000000 /24

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EvilGrins
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Re: Map editing question

Post by EvilGrins » Wed Sep 21, 2011 11:04 pm

KiLLaKeLLeR wrote:
EvilGrins wrote::shock: For a MonsterHunt map, is there a simple method to swap out all the monsters of a particular type in favor of another monster...or do I really gotta switch them all, one at a time, manually? :|
manually
Manually = One At A Time

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EvilGrins
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Re: Map editing question

Post by EvilGrins » Wed Sep 21, 2011 11:05 pm

Whoops. Thought you had that with a question mark.
:o
I really need to beat this insomnia...

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Terraniux
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Re: Map editing question

Post by Terraniux » Thu Sep 22, 2011 11:44 am

I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.

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EvilGrins
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Re: Map editing question

Post by EvilGrins » Thu Sep 22, 2011 12:15 pm

Terraniux wrote:I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.
I'll give that a shot.

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ZippityDooDa
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Re: Map editing question

Post by ZippityDooDa » Thu Sep 22, 2011 6:35 pm

Terraniux wrote:I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.
Yes this is how I added the Electric Kralls, much easier
11100000.11111111.11111111.00000000 /24

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EvilGrins
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Re: Map editing question

Post by EvilGrins » Thu Sep 22, 2011 6:38 pm

KiLLaKeLLeR wrote:
Terraniux wrote:I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.
Yes this is how I added the Electric Kralls, much easier
I didn't have much luck with it.

Think I'll stick with skinning.

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ZippityDooDa
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Re: Map editing question

Post by ZippityDooDa » Thu Sep 22, 2011 6:39 pm

EvilGrins wrote:
KiLLaKeLLeR wrote:
Terraniux wrote:I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.
Yes this is how I added the Electric Kralls, much easier
I didn't have much luck with it.

Think I'll stick with skinning.
You have to actually try first, very simple lol
11100000.11111111.11111111.00000000 /24

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EvilGrins
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Re: Map editing question

Post by EvilGrins » Thu Sep 22, 2011 9:49 pm

KiLLaKeLLeR wrote:
EvilGrins wrote:
KiLLaKeLLeR wrote:
Terraniux wrote:I am not sure if this was in UT2004 or UT, but yes it is possible.
You can add or rename all desired monsters to a specified group or name.
Right click > select all * matching groups. Or use the search actors tool.
Yes this is how I added the Electric Kralls, much easier
I didn't have much luck with it.

Think I'll stick with skinning.
You have to actually try first, very simple lol
I did try. I selected a spawnpoint, clicked on select all...but I don't know how to alter the properties of the spawnpoints so as to tell when what to spawn.

It's all Greek to me.

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Helen
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Re: Map editing question

Post by Helen » Fri Sep 23, 2011 12:23 pm

In UnrealEd2 There is a 'select all' for sure but there is no 'replace all' that I have seen. The most I have used 'select all' for is to delete everything of a certain actor.

I've upgraded my medToggle version 3 to now include an actor swap ability. More info here: http://www.birdieman.com/cgi-bin/yabb2/ ... 4047/20#26

As long as you know the class names of the monsters to swap in/out, this should do the trick. And it would be dynamic, rather than you having to edit a map.
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EvilGrins
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Re: Map editing question

Post by EvilGrins » Fri Sep 23, 2011 1:50 pm

Helen wrote:In UnrealEd2 There is a 'select all' for sure but there is no 'replace all' that I have seen. The most I have used 'select all' for is to delete everything of a certain actor.

I've upgraded my medToggle version 3 to now include an actor swap ability. More info here: http://www.birdieman.com/cgi-bin/yabb2/ ... 4047/20#26

As long as you know the class names of the monsters to swap in/out, this should do the trick. And it would be dynamic, rather than you having to edit a map.
Sounds good but I play with a random map mutator. Just swapping monsters on a particular map can be fun but I want to be able to have different versions of this one particular map with different monster classes on each.

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Helen
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Re: Map editing question

Post by Helen » Fri Sep 23, 2011 3:12 pm

You could still do that with medToggle, on your harddrive you might have all these versions of a map:

MH-BoogieV1
MH-BoogieV2
MH-BoogieV3

Then in medToggle ini you can tell the actor swap to happen per map, something like

mMap[0]=(MapName="DM-BoogieV1",ActorSwap="MHPackage.BigMonsterClass:MHPackage.LittleMonsterClass")
mMap[1]=(MapName="DM-BoogieV2",ActorSwap="MHPackage.BigMonsterClass:MHPackage.SquidMonsterClass")
mMap[2]=(MapName="DM-BoogieV3",ActorSwap="MHPackage.BigMonsterClass:MHPackage.ThumperMonsterClass")
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EvilGrins
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Re: Map editing question

Post by EvilGrins » Fri Sep 23, 2011 4:41 pm

Helen wrote:You could still do that with medToggle, on your harddrive you might have all these versions of a map:

MH-BoogieV1
MH-BoogieV2
MH-BoogieV3

Then in medToggle ini you can tell the actor swap to happen per map, something like

mMap[0]=(MapName="DM-BoogieV1",ActorSwap="MHPackage.BigMonsterClass:MHPackage.LittleMonsterClass")
mMap[1]=(MapName="DM-BoogieV2",ActorSwap="MHPackage.BigMonsterClass:MHPackage.SquidMonsterClass")
mMap[2]=(MapName="DM-BoogieV3",ActorSwap="MHPackage.BigMonsterClass:MHPackage.ThumperMonsterClass")
Thumper??

What's a thumper?

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Helen
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Re: Map editing question

Post by Helen » Fri Sep 23, 2011 10:58 pm

same as a Dhumper.
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