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    [PROTOTYPE] FreezeTag [BluePrint]

    DISCLAIMER:
    The following GameMode is in beta state, this means that it's feature-complete.
    Unintended behavior and glitches may still occur during play, but it should work as intended, most of the time.
    It has been heavilly optimized and has done away with most, if not all, the hacky/workaround methods.
    The code will still be always improved upon, and balance tweaks might happen from time to time, to ensure smooth gameplay.



    Objective/Rules:
    • The GameMode is played on DM/TDM maps.
    • Scoring is done in rounds. First team to reach the GoalScore, or have the bigger score when the TimeLimit hits, wins.
    • To win a round you must work as a team and freeze all the enemy team's players.
    • Each round has a 3-second startup period in which players cannot take damage, get frozen or fire their weapons.
    • Players enter a frozen state instead of dying. While in this state, they are invulnerable to damage, but cannot move or fire weapons. They can, however, be pushed around and they are able to spectate their teammates.
    • If a player gets knocked over the void, they are frozen and assigned a random spawn. (same rule also applies for knocking frozen players off the map)
    • Frozen players can thaw (unfreeze), by having a teammate standing next to them, for a fixed amount of time. (the more teammates, the faster the thawing)
    • Frozen players automatically thaw after a (longer) fixed amount of time.
    • When frozen players thaw, they receive back any weapons and ammo they had at their moment of death.
    • Each round has an sudden death timer. When this timer reaches zero, periodic damage is being dealt to all the alive players.
    • If a player happens to get thawed during a round overtime, his starting health is capped to that of their healthiest alive teammate.
    • If a player joins mid-round, he is forced to sit out, until a new round begins.
    • If a player switches team mid-round, he is forced to sit out, until a new round begins.
    • The round will halt if there are not enough players, and restart once it detects enough players again.



    Arena Mode:
    The game can also be played in Arena Mode, this affects the game in the following ways.
    • Players start the round with a designated health and armor amount.
    • Players start the round with all of the available arsenal that the map contains, redeemer excluded, at a designated ammo capacity. (for example, if the bio-rifle weapon pickup isn't available in the map, you won't get a bio-rifle)
    • Players cannot receive fall-damage or self-damage.
    • All pickups and powerups are disabled.



    Game Customization/Variable Explanations:
    You can customize the GameMode (to a degree) to fit your needs, even without any blueprint knowledge.
    • IsArena (Boolean, Default=False): Controls whether the GameMode is played in Arena Mode or not. "True" enables Arena Mode, "False" disables it.
    • ArenaHealth (Integer, Default=100, Range 100-199): Controls how much health the players receive when a new round starts, if Arena Mode is enabled.
    • ArenaArmor (Integer, Default=6, Range 0-7): Controls what types of armor the players receive when a new round starts, if Arena Mode is enabled.
      • 0 - No armor (0)
      • 1 - Small Armor (20)
      • 2 - Thighpads (50)
      • 3 - Thighpads + Small Armor (70)
      • 4 - Chest (100)
      • 5 - Chest + Small Armor (120)
      • 6 - Chest + Thighpads (150)
      • 7 - Chest + Thighpads + Small Armor (170)
    • ArenaAmmo (Integer, Default=50, Range 20-100): Controls how much ammo (in percentage) the players receive when a new round starts, if Arena Mode is enabled.
    • RespawnThawedPlayers (Boolean, Default=False): Controls the respawn behavior of thawed players. "True" will make the players use the map's spawnpoints when they thaw, "False" makes the players resume playing from the exact spot they were thawed from.
    • ThawTime (Float, Default=5, Range >0): The amount of time (in seconds) it takes for frozen players to thaw, by having a teammate standing next to them.
    • AutoThawTime (Float, Default=50, Range >0): The amount of time (in seconds) it takes for frozen players to thaw by default/automatically.
    • RoundTimer (Integer, Default=120, Range >=0): The amount of time (in seconds) for a round to reach sudden death.
    • SuddenDeathDamage (Integer, Default=5, Range >0): The amount of damage dealt to players, every 2.5 seconds, when the round is in sudden death.
    • LethalSuddenDeath (Boolean, Default=False): Controls whether the sudden death is lethal to the players or not. "True" will make the sudden death mechanic deal damage until the players die, "False" will make it deal damage until it brings the players down to 1hp.

    To override any of the GameMode's variables listed above, all you have to do is append the corresponding variable name, along with the desired value, into the GameOptions string.
    Here is an example: ?GoalScore=10?TimeLimit=20?IsArena=True?RoundTimer=60
    Do note that any variables that have been set incorrectly (e.g. letters where you are supposed to enter a number), set out of their allowed range, or haven't be set at all; will be assigned to their default values. The algorythm has been designed to be case insensitive, so it doesn't matter which capitalization you use.



    Known Issues:
    • Frozen players are unable to go through teleporters. Worry not, they can't be telefragged. (Relevant discussion can be found here)
    • If the HUD is turned off via the "showhud" command, the UMG overlay will not be hidden. (Relevant discussion can be found here)
    • Bots cannot be prevented from firing, during round startup. You shouldn't play this with bots, really. (Relevant discussion can be found here)



    Reporting Issues:
    To report any issues/bugs that you've found with the GameMode, post in this thread, after making sure of the following:
    • You are running the latest version of Unreal Tournament and the latest version of FreezeTag.
    • You do not have any previous versions of FreezeTag in your "\Documents\UnrealTournament\Saved\Paks\DownloadedPaks" folder. (As it can cause conflicts when installing newer versions of the GameMode)
    • You are not playing the GameMode with bots. (Bots are not supported. Their behavior cannot be controlled through blueprints and no logic has been coded for them yet, as a result, they will yield undesirable behavior)
    • You have to be able to reproduce the issue in a consistent manner, and also provide a detailed explanation on how you did it. (Please also include your GameOptions string, your mutators/configuration, and any logs that you might have)
    • You have read carefully the existing issues, on the first post, and the one you faced is not already listed in it.



    FAQ:
    • Q: Help! I do not understand how to play.
      A: If you have questions on how to thaw teammates or other gameplay mechanics, take a look at the "Objective/Rules" section of this post. A tutorial video which explains how to play, will come at some point.
    • Q: Can I play this with 4 teams?
      A: Yes and no. The GameMode can support any number of teams. However, the core game does not offer any skins, announcers or scoreboard/HUD resources for anything other than the Red and Blue teams.
    • Q: Can I play this with Instagib?
      A: Yes, Instagib is fully supported. All you have to do is include it in the mutator list. You can use it in conjunction with Arena Mode, if you want to disable fall-damage. (The designated Arena health and armor are not given when using this combination, as they serve no purpose)



    Roadmap for Upcoming Features and Optimizations:
    • Include primitive bot support, so bots can at least ignore frozen enemies and thaw frozen allies.
      Targeted bot support pattern:
      If the bot itself is frozen, it's code/behavior should come to a halt. (until it's thawed again)
      If the bot comes across any enemies which are frozen, it should ignore them. (right now it treats them as alive enemies, and proceeds to stand there and attack them repeatedly)
      If the bot comes across any frozen teammates, it should initiate the following steps in order to thaw them:
      • If there aren't any enemies in their immediate line of sight, they should stand near their frozen teammates, and resume pathing once they have thawed.
      • They should check the general area for enemy presence (if there are enemies in their line of sight) and if there are enemies, they should give more weight in clearing the said general area. (By killing the enemies, or driving them away)
      • They should try not to leave the general area, unless their health is at critical levels.



    Credits:
    TimEh: Providing a generous portion of the initial coding which the initial release had (even though little code survived through the modifications/conversions), and also responsible for teaching me how to blueprint.
    RattleSN4K3: Providing major contributions to the code and assistance with the debugging process. Thanks to his knowledge and work, I was able to heavily optimize the code and solve issues that were plaguing the GameMode for a long time.
    vlad.serbanescu11: Being involved in tight collaboration with me, providing me with crucial fixes (in the earlier versions), latest advancements, debugging assistance, and audio resources needed for this project.
    knepleyp, Mysterial, RZE, Joe Wilcox, Steven Polge: Providing advice and necessary blueprint exposure in the code, so our blueprint development becomes both possible and easier.
    JoshuaMarlow: Providing me the new ice material that he made for DM-Chill. A variation of which, is now used within the GameMode.
    frez: Providing the art for the GameMode badge that's used by the HUB UI.
    Gleedo: Providing the audio file, for touching sounds, when thawing players.
    Zaccubus: Showcasing the GameMode during the 03/23/2016 UTea Forecast steam.
    raxxy: Testing and hosting this GameMode on his array of custom hubs.



    Download and Cooking Instructions:
    You can grab the latest available blueprints/source from here.
    The archive also includes a test map which me and TimEh were using, in early versions, to quickly test the game's logic.

    To cook it: Extract the above archive into your "\UnrealTournamentEditor\UnrealTournament\Content" folder. From there on out, you can:
    1. Open any of your maps and select "FreezeTag" as your GameMode Override setting (located in World Settings), then proceed by hitting Share > Share This Level. This will bundle FreezeTag inside your Map Package, and can be found under your "\Documents\UnrealTournament\Saved\Paks\MyContent" folder, once cooking completes.
    2. Open up a terminal, and then navigate to your "\UnrealTournamentEditor\Engine\Build\BatchFiles" folder, then issue the following command:
      Code:
      RunUAT.bat makeUTDLC -DLCName=FreezeTag -platform=Win64 -version=3525360
      This will produce a package, which will contain only the GameMode, and can be found under your "\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\FreezeTag\WindowsNoEditor\UnrealTournament\Content\Paks" folder, once cooking completes.
      WARNING: Do note that if you go with this method, you will have to modify the -version argument to correspond to the network version of the currently available build.
      The paths and the commands might also differ, depending on your OS configuration and setup.

    A cooked version of the GameMode along with it's MD5 checksum, for those who can't or don't want to cook it, can be found here.



    Installation Instructions:
    WARNING: I highly suggest not to disable the force respawn option, as the GameMode's functionality and smoothness depends on it.
    • For single player usage:
      Place the cooked package under your "\Documents\UnrealTournament\Saved\Paks" folder, and then launch or restart your game. From there on out, you can:
      1. Start any DM/TDM map from the game, with FreezeTag as the selected GameMode. (This is faster, but will use the default GameMode configuration)
      2. Bring up your console and execute an open command.
        Here's an example (you can also squeeze in any of the GameMode customization variables here):
        Code:
        open DM-DeckTest?Game=/Game/FreezeTag/FreezeTag.FreezeTag_C?GoalScore=10?TimeLimit=20?MinPlayers=2?MaxPlayers=8?BotFill=8
    • For dedicated servers:
      Place the cooked package under your "\UnrealTournament\Content\Paks" dedicated server folder, and then edit your server execution line/script accordingly.
      Here's an example (your binary may differ, based on your server configuration and setup):
      Code:
      UE4Server-Linux-Test UnrealTournament DM-DeckTest?Game=/Game/FreezeTag/FreezeTag.FreezeTag_C?GoalScore=10?TimeLimit=20?MinPlayers=2?MaxPlayers=8?BotFill=0
      WARNING: Do note that the ability of the dedicated servers to transmit packages that do not contain maps, is unknown at this point of time. Therefore it's safe to say, that if you want to avoid any complications, the players which wish to join your server will need to have the package installed prior.
    • For hub servers:
      Place the cooked package under your "\UnrealTournament\Content\Paks" hub server folder, and then edit the corresponding files accordingly:

      Add the following lines in your Rules.json
      Code:
      	{
      	"uniqueTag": "FreezeTag",
      	"categories": [ "TeamPlay" ],
      	"title": "Freeze Tag",
      	"tooltip": "It's time to break the ice!",
      	"description": "GameMode created by FrostbyteGR.\n<UT.Hub.RulesText_Small>Report any issues on the forums!</>\n\n<UT.Hub.RulesText_Small>TimeLimit : %TimeLimit% Minutes</>\n<UT.Hub.RulesText_Small>GoalScore : %GoalScore% Rounds</>\n<UT.Hub.RulesText_Small>Maximum players : %MaxPlayers%</>",
      	"displayTexture": "Texture2D'/Game/FreezeTag/GB_FT.GB_FT'",
      	"gameMode": "/Game/FreezeTag/FreezeTag.FreezeTag_C",
      	"requiredPackages": [ "FreezeTag-WindowsNoEditor" ],
      	"gameOptions": "?TimeLimit=20?GoalScore=10?MustBeReady=1",
      	"minPlayers": 2,
      	"maxPlayers": 10,
      	"bTeamGame": true,
      	"bCompetitiveMatch": false,
      	"mapPrefixes": [ "DM" ],
      	"maxMapsInList": 0,
      	"defaultMap": "/Game/RestrictedAssets/Maps/WIP/DM-DeckTest",
      	"customMapList": [
      	"/Game/RestrictedAssets/Maps/WIP/DM-ASDF",
      	"/Game/EpicInternal/Backspace/DM-Backspace",
      	"/Game/EpicInternal/Batrankus/DM-Batrankus",
      	"/Game/RestrictedAssets/Maps/DM-BioTower",
      	"/Game/RestrictedAssets/Maps/WIP/DM-Cannon",
      	"/Game/RestrictedAssets/Maps/DM-Chill",
      	"/Game/RestrictedAssets/Maps/WIP/DM-Deadfall",
      	"/Game/RestrictedAssets/Maps/WIP/DM-DeckTest",
      	"/Game/RestrictedAssets/Maps/WIP/DM-Focus",
      	"/Game/EpicInternal/Lea/DM-Lea",
      	"/Game/RestrictedAssets/Maps/WIP/DM-NickTest1",
      	"/Game/RestrictedAssets/Maps/DM-Outpost23",
      	"/Game/EpicInternal/Salt/DM-Salt",
      	"/Game/RestrictedAssets/Maps/WIP/DM-Solo",
      	"/Game/RestrictedAssets/Maps/WIP/SM-Spacer",
      	"/Game/RestrictedAssets/Maps/WIP/DM-Temple",
      	"/Game/RestrictedAssets/Maps/DM-Underland",
      	"/Game/EpicInternal/Unsaved/DM-Unsaved"
      	],
      	"optionFlags": 65535,
      	"bHideFromUI": false
      	}
      Add the following lines in your Game.ini
      Code:
      	[/Script/UnrealTournament.UTBaseGameMode]
      	RedirectReferences=(PackageName="FreezeTag-WindowsNoEditor", PackageURLProtocol="<URL_PROTOCOL>", PackageURL="<HTTP_PATH_TO_FREEZETAG_PACKAGE>", PackageChecksum="<FREEZETAG_PACKAGE_CHECKSUM>")
      NOTE: For proper redirecting/auto-download of the GameMode package from the hub to the clients, you need to:
      1. Replace <URL_PROTOCOL> with the value that your fileserver uses, https or http.
      2. Replace <HTTP_PATH_TO_FREEZETAG_PACKAGE> with the url that the FreezeTag.pak will be downloaded from.
      3. Replace <FREEZETAG_PACKAGE_CHECKSUM> with the MD5 provided above, or generate your own MD5 checksum if you did the cooking yourself.

      NOTE: You can also use the "-run=UTGenerateRedirect" commandlet, to automatically generate the redirect references for you.
      NOTE: For further customization of the rulesets and hub configuration in general, please review this thread which was kindly provided by RZE and JoeWilcox.



    Version History/Information:
    04/20/2015: Initial version.
    04/20/2015: Version 0.2 Changelog.
    04/21/2015: Version 0.3 Changelog.
    05/01/2015: Version 0.4 Changelog.
    06/13/2015: Version 0.5 Changelog.
    06/15/2015: Hotfix 0.5.1 Changelog.
    07/04/2015: Version 0.6 Changelog.
    07/13/2015: Hotfix 0.6.1 Changelog.
    07/31/2015: Version 0.7 Changelog.
    09/10/2015: Version 0.8 Changelog.
    09/12/2015: Hotfix 0.8.1 Changelog.
    10/31/2015: Version 0.9 Changelog.
    03/08/2016: Version 1.0 Changelog.
    03/10/2016: Hotfix 1.0.1 Changelog.
    03/16/2016: Hotfix 1.0.2 Changelog.
    06/02/2016: Version 1.1 Changelog.
    03/11/2017: Version 1.2 Changelog.
    07/22/2017: Version 1.3 Changelog.



    Any sort of footage, testing, suggestions, feedback are more than welcome!
    Last edited by FrostbyteGR; 07-22-2017, 08:51 PM.
    > FreezeTag [Blueprint]
    > Reimagining of Greed [BluePrint]
    > Avarice, a DM-variant of Greed [BluePrint]

    #2
    New Version 0.2 Changelog:
    - Introduced AutoThaw mechanic, if you feel lonelly; now you can break the ice! (After a set amount of time)
    - Switched to TDM Gamestate. No more halftime or halftime-related crashes because of the CTF Gamestate that was used previously.
    - Fixed the issue which was breaking the game when a user suicided with the hammer at the end of a round.
    - Added placeholder sound effects for team scoring and round draw.
    - Game appears to be completelly stable.
    - Commented most (if not every bit) of the blueprint, so people can see and understand how it functions in detail. (Should anybody want to tweak or contribute)

    Issues:
    - Introduced a primitive way of handling player-instigated kills (void/telefragging), if scoring happens outside of the "EndOfRound" state, the score of the affected team is reverted to it's original value. Unfortunatelly though there is no way to solve this in a tie-breaker or matchpoint scenario. (Any player who actually manages to kill [not freeze] an opponent, will end the tie-breaker/matchpoint, because even for a split second the score of his team will always increase before we can normalize it again)
    (Just as a note, suiciding yourself in the void is perfectly fine and will not award the enemy team any points, however it's impossible to save your inventory prior to a KillZ death [would require a huge workaround], thus the inventory is always lost in the void)
    - GoalScore is broken (same case with DOM), since manual changes to the team score are not taken into account by the game (it only checks if the GoalScore is met upon scoring a kill/flag-capture, and we are not exactly allowing deaths to happen in this gamemode). For the time being it's suggested to play this on a timelimit value other than zero, until I figure a way to fix this.
    Last edited by FrostbyteGR; 04-21-2015, 10:05 AM.
    > FreezeTag [Blueprint]
    > Reimagining of Greed [BluePrint]
    > Avarice, a DM-variant of Greed [BluePrint]

    Comment


      #3
      New Version 0.3 Changelog:
      - Fixed stuff so frozen players should not be able to receive pickups, under any circumstance. (And as a result alot of the BP was tidied up)
      - Fixed stuff so players should not be able to perform jumps, crouches, dodges, slides while being frozen. Unfortunatelly this comes with two side effects. (explained below)

      Issues introduced in 0.3 version:
      - Due to the lack of a proper function to disable the movement input, I was forced to disable input (for frozen players) altogether. This unfortunatelly means that when you are frozen you cannot access the menu, scoreboard or chat/teamchat. You can however access these functions through the console (which still works) with the following commands: toggleScoreboard 0/1, showMenu, say, teamSay.
      - Since bots are not possesed by a playercontroller (or is it that they do not have input?), the above function does not affect them, thus they are able to roam around even when frozen. It's highly suggested that you avoid playing this with bots, for the time being.

      Issues still present from the previous versions:
      - Matchpoint/tiebreaker scenarios still remain unsolved. If a player manages to actually get killed (not frozen) by another player, the game will add that point to the team score, and it will count even for a split second, before we can revert it.
      - GoalScore is still broken, it's highly suggested you use a TimeLimit value other than zero, if you want to avoid never-ending matches.
      - If the match happens to end while you are frozen, the effects are persistent through the end game scoreboard screen too. (the post processing on the screen and the recently added inability to execute any keyboard inputs besides the console)


      Unfortunatelly the day-offs that I had from the army, are coming to an end tomorrow. Granted that their schedule permits me to be at home every other day, it's highly unlikelly that I will be able to work on a consistent manner, for a few months at least; until I finish my mandatory army duty. Therefore, updates will be sparse. (If anyone wishes to contribute, however, feel free. And if it's something I can quickly do, I will incorporate it)
      Last edited by FrostbyteGR; 04-21-2015, 07:23 PM.
      > FreezeTag [Blueprint]
      > Reimagining of Greed [BluePrint]
      > Avarice, a DM-variant of Greed [BluePrint]

      Comment


        #4
        New Version 0.4 Changelog:
        - Implemented "Arena Mode". Upon setting the "IsArena" variable to true, in the blueprint, freshly spawned players receive:
        • Maxxed out health. (defaults to 199 health value)
        • Chest and Thighpads armor. (defaults to 150 armor value)
        • All of the map's available weapons, with default (half) ammo. (That, for example, means that if a specific map does not include a bio rifle, you will not have it in your weapon pool. I plan on excluding the superweapons from the weapon pool later down the line.)
        • No self-damage or fall damage. (Armor will get eaten away as per normal, unfortunatelly)
        • Thawed players still resume with maximum normal health (default 100), no armor and the remainder of their weapons. (Would like feedback on that)

        - Reverted the movement disabling logic (for frozen players) back on utilizing the "Ignore Move Input" function, instead of disabling the input altogether. Dodges/Walldodges/Jumps/Wallslides are being disabled by zeroing out their impulses, unfortunatelly though, there is no way to disable rolling.
        - Cleaned things up a little, by moving all of the initialization stuff to their respective class constructors, because there's no need of executing them more than once.


        Issues introduced in 0.4 Version:
        - While frozen, it's not possible to disable rolling without having to globally disable all of the user's input. (which is something we don't want)
        - In an attempt to make frozen bots stay put, I had to disable their movement component (at least once a better solution comes up). That means that they cannot be pushed by weapon fire - and if you happen to frag them over an edge or in the air, they will remain suspended in midair until thawed (or a new round kicking in). This only affects pawns without a player controller attached to them, aka bots.


        Issues still present from the previous versions:
        - Matchpoint/tiebreaker scenarios still remain unsolved. If a player manages to actually get killed (not frozen) by another player, the game will add that point to the team score, and it will count towards the goalscore even for a split second, before we can revert it. (Meaning that tied matches or matches that a team is only one point afar from winning, will end via killing an opponent by pushing him into the void/KillZ)
        - GoalScore is still broken, it's highly suggested you use a TimeLimit value other than zero, if you want to avoid never-ending matches.
        - If the match happens to end while you are frozen, the post process effects are persistent through the end game scoreboard screen too. (the frozen effect on the screen)
        Last edited by FrostbyteGR; 05-01-2015, 03:17 PM.
        > FreezeTag [Blueprint]
        > Reimagining of Greed [BluePrint]
        > Avarice, a DM-variant of Greed [BluePrint]

        Comment


          #5
          Originally posted by FrostbyteGR View Post
          Issues still present from the previous versions:
          - Matchpoint/tiebreaker scenarios still remain unsolved. If a player manages to actually get killed (not frozen) by another player, the game will add that point to the team score, and it will count towards the goalscore even for a split second, before we can revert it. (Meaning that tied matches or matches that a team is only one point afar from winning, will end via killing an opponent by pushing him into the void/KillZ)
          A community member named Castle kept asking for some time now about modifying CTF to make it round-based (sort of TAM-CTF) and he had issues with keeping the score. I haven't yet taken a look at your new blueprints, but in the V0.3 package that I have, FreezeTag(GameMode) is set to have UTTeamDMGameMode as parent. I posted this on one of Castle's threads, as an answer:

          "Try using the UTTeamGameMode (not to be confused with UTTeamDMGameMode).

          UTTeamGameMode
          simply keeps scores for each team, BUT it never increases them by itself. A team's score only increases when you tell it to.

          By comparison:

          UTTeamDMGameMode tracks the kills of every team by default (can't change that since it itself is a subclass of UTTeamGameMode, if I recall correctly)

          UTCTFGameMode tracks every flag capture (also can't change that, I believe).

          Hope this helps!

          I'm thinking you could check at every tick if all the players from a team are frozen and if they are, add a point to the other team. That's similar to what I did with Unreal Arena.
          Last edited by vlad.serbanescu11; 05-01-2015, 04:09 PM.

          Comment


            #6
            Why you don't name it FREON like in ut2004 instead freezetag like quake :X

            Comment


              #7
              The differences we had with Vlad are officially solved. Me and Vlad are going to cooperate on a few things, so expect updates soon, both for UA and FT.

              @bass3
              It's a placeholder name, maybe I'll name it something unique down the road, but it's not a priority now.
              Last edited by FrostbyteGR; 05-07-2015, 11:22 PM.
              > FreezeTag [Blueprint]
              > Reimagining of Greed [BluePrint]
              > Avarice, a DM-variant of Greed [BluePrint]

              Comment


                #8
                Indeed, this is great news that both of us will be working together on improving FT and UA.

                I have deleted all of my posts regarding this issue (those which I believe were unnecessary and clearly off topic). We both wish to launch and improve gametypes, not soap operas.

                EDIT: Can someone please, for the love of God, change my forum name to just "Vlad"? I never thought this forum simply cuts off everything from the mail address beyond "@" and sets the mail name to be your user name. I'm a bit uncomfortable with having my last name publicly displayed.
                Last edited by vlad.serbanescu11; 05-04-2015, 09:55 AM.

                Comment


                  #9
                  Just a quick headsup:

                  Development of this gamemode/blueprint is not dead, I'm currently stuck in a conundrum trying to battle the scoring and frozen player movement issues. I'm still actively thinking, experimenting and trying solutions; whilst also helping out Vlad with his gamemodes and our shared components.
                  Thought I'd post this, because I was really bummed out that Epic chose not to do a single mention of this Gamemode during the latest stream (even though it was the first concept/manifestation of a round based gamemode, and was the inspiration/spark that got both UA and Arena CTF going) and also because I see people asking for FreezeTag modifications in UA, as if they overlooked this thread.

                  I'm working my *** off here, even though I have very limited time, just throw me a bone guys.. (As of right now, only Vlad cared to show some aknowledgment my way)
                  > FreezeTag [Blueprint]
                  > Reimagining of Greed [BluePrint]
                  > Avarice, a DM-variant of Greed [BluePrint]

                  Comment


                    #10
                    I was really bummed out that Epic chose not to do a single mention of this Gamemode
                    Me too. and thanks for your work, i only discovered this post today and BTA/ freezetag type gametypes are very popular.. But to be fair to epic, they did give an indication other gametypes are being made, they can't cover all in one stream and that ball thing got all the screen time.Maybe you will be in the next stream slugger!

                    - make a video or images- make the post stand out
                    Internet BlackOut in <2 weeks,last chance to request 4 years of Unreal Development(something from every Unreal Engine 50+ maps, chars, weapons, mods, mutators and more).

                    Comment


                      #11
                      I really enjoyed Freon in UT2004, I hope you get all the kinks worked out I'm no programmer but I would like to see this game mode expanded upon with some new features and mechanics, maybe throw in an objective like a bomb defusal or capture. You and the guy making the arena CTF mode should team up, I think freon + objective + buy system would = awesome competitive mode
                      [Concept] Impact Hammer: Alternative Fire
                      [Concept] Game Mode: Infiltration
                      http://i.imgur.com/X56QWQA.png

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                        #12
                        I place dm map on C:\Program Files\Epic Games\UnrealTournamentDev\UnrealTournament\Content\Paks , but when I go Create game and custom gametype there is no FreezeTag gametype, can someone help where to install mods?

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                          #13
                          Originally posted by DeMOiX View Post
                          I place dm map on C:\Program Files\Epic Games\UnrealTournamentDev\UnrealTournament\Content\Paks , but when I go Create game and custom gametype there is no FreezeTag gametype, can someone help where to install mods?
                          That's because you can't create any custom matches with the current build, if I am not mistaken.
                          Try bringing up the console and writing the following:

                          open DM-DeckTest?Game=/Game/FreezeTag/FreezeTag.FreezeTag_C?GoalScore=10?TimeLimit=10?MinPlayers=2?MaxPlayers=8?BotFill=8

                          You can change the parameters of the command to your liking, that's just an example.

                          PS: Be aware that there's no bot logic inside the gamemode yet. Waiting on next build to allow me to work on more crucial things, and then I will also take a shot at it.
                          Last edited by FrostbyteGR; 05-21-2015, 11:08 AM.
                          > FreezeTag [Blueprint]
                          > Reimagining of Greed [BluePrint]
                          > Avarice, a DM-variant of Greed [BluePrint]

                          Comment


                            #14
                            Originally posted by FrostbyteGR View Post
                            That's because you can't create any custom matches with the current build, if I am not mistaken.
                            Try bringing up the console and writing the following:

                            open DM-DeckTest?Game=/Game/FreezeTag/FreezeTag.FreezeTag_C?GoalScore=10?TimeLimit=10?MinPlayers=2?MaxPlayers=8?BotFill=8

                            You can change the parameters of the command to your liking, that's just an example.

                            PS: Be aware that there's no bot logic inside the gamemode yet. Waiting on next build to allow me to work on more crucial things, and then I will also take a shot at it.
                            Thanks, it opens, but game crash before game starts after 4,3,2,1... and CTD

                            Comment


                              #15
                              I assume that the pak needs to get rebuilt with the latest editor (because I haven't made a release since that).
                              I'd suggest waiting until early this week, when the new build gets released. Knepleyp promised me some good stuff within the new build, that will help this gamemode reach a fully-playable status.
                              Last edited by FrostbyteGR; 05-23-2015, 02:45 AM.
                              > FreezeTag [Blueprint]
                              > Reimagining of Greed [BluePrint]
                              > Avarice, a DM-variant of Greed [BluePrint]

                              Comment

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