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Go to the following link to see tutorial video step-by-step.
Place the obelisk controller like this on the Obelisk in your map:
Goto the properties of the obelisk controller and substract 41 from the Z value, enter the new value in the Z box and press OK.
In this example:
Old Value = 28.009
Substract - 41.000
New Value = 12.991
The controller will jump underneith the map, this is fine, and supposed to happen.
Now when you play your map the obelisk will fire from the red top.
This is my second map released for Unreal Tournament (4), using the Unreal Engine 4.
Meant to be played in Deathmatch or Elimination, it's a rather large map focused around a wall-enclosed lower compound with two main facilities on opposite sides. The arena takes place on a barren world within a functional but aging water plant constructed to catalyze and redistribute the fuel sources extracted from the local water lakes.
You'll find at least two spawning points for all weapons -- as well as nearly every single type of powerup -- across the entire level. There are multiple elevators and jump-lifts that can be used to rapidly reach the upper locations, and in addition there are a variety of areas to both hide and snipe, with the general lighting dim enough that many locations are shadowed to prevent easy exposure.
Completion of the level took about 50 days, with on-and-off development throughout the project. Please post feedback, such as bugs, performance rate, unaligned textures/meshes, or just general gameplay experience (flow of the level).
<EDIT> Map has been updated and overhauled as of February 23rd, 2017. Look below at What's New in Version 3.0.0 for more updated details.
Sometimes when you create maps there can be 'duplicate ids' for objects in your level, don't ask HOW that happens, i don't know but fact is that with 4.1 and on it will crash clients when the map is loaded on a server. There will be a error box saying there is a collission id detected if that is the case.
It is VERY important that you run "object -> check IDs" in leveledit and if any ID collisions are found, run "object -> fix ID collisions".
Note that if you make use of special scripts and objects, those objects may receive new ID's after fixing, you will need to check your scripts and adjust their parameters if that is the case or they may stop functioning correctly.
By Guest Mauler
To create a working construction yard, place an appropriate building on your terrain. Then create a building controller of type construction yard.
The following settings are specific to construction yard objects:
RepairRate (the rate to use when repairing buildings, in seconds)VehicleRepairRate (the rate to use when repairing buildings set up as vehicles, in seconds)RepairAmount (the amount to repair)LowPowerRepairAmount (the amount to repair when the power is down)RepairWarhead (the warhead to use to do the repairs) The way it works is that every RepairRate seconds, it will apply repair damage to all buildings of the correct team that are still alive, using RepairAmount or LowPowerRepairAmount and RepairWarhead.
For vehicles it uses VehicleRepairRate and it will repair any vehicles of the correct team that have their Encyclopedia Type set to Building in leveledit. (it made sense as a convenient way to tell the construction yard logic what to repair and what not to repair)
Note that the construction yard object will not repair itself.