SPLINTER CELL CHaos Theory
MAP BUILDING
Basic unreal editor tools 2
Spawn points 3
Game Modes 4
Story 4
COMPUTER HACKING 4
HDD EXTRACTION 7
SABOTAGE 8
SMISSION 9
MAP SETTINGS 10
Disk Hunt 11
SDISKS 11
SOBJECTIVE 11
SMISSION 11
MAP SETTINGS 12
DEATHMATCH 13
SMISSION 13
MAP SETTINGS 13
EVENTS 14
Events & Tags 14
Trigger / Untrigger 14
SMagicEvent 17
ALARMS 18
SAlarm 18
Detectors 19
SLaserTrigger 19
SCamera 20
SVolumetricSensor 20
LIGHTING 21
Static Lights 21
Dynamic Lights 22
Echelon Light 22
Lightbeams 24
Optimization 24
SGAMEPLAYOBJECT 25
Switchable Lights 25
Destroyable/Damageable Objects 26
MOVERS 29
Creating and Managing Doors 29
The Door 29
SPresenceTrigger Actor 30
Special Behavior Subsection 31
Mover Events 31
SLift 31
The Splinter Cell: Chaos Theory editor is based on Unreal technology, and those familiar with unreal map editing will be at ease with it.
There are many links and documents about how to build your first level, so we will not explain this once again here.
If Unreal map editing is a new world for you, we encourage you to have a look at what already exists on the Web.
You can find a good tutorial at PlanetUnreal.
http://www.planetunreal.com/architectonic/first_level.html
The important point is: you don’t have to mess around with weapons, pick ups, and AI, as Splinter Cell: Chaos Theory is a totally different game and doesn’t use any of them.
How to turn your basic map into an entertaining Splinter Cell: Chaos Theory playground.
So you’ve read everything about building a map in Unreal Editor and you now want to enjoy your work and play the game with friends?
Here is a quick guide to how to set up the objectives or the cool alarms you saw in the original levels.
For those already using the Splinter Cell: Pandora Tomorrow editor, you’ll be at ease here, with many things working like they did in Splinter Cell: Pandora Tomorrow.
Please refer to another doc Editor_FromPandora_To_ChaosTheory if you wish to convert one of your Pandora’s tomorrow map.
As we are building a Multiplayer map, we’ll need more than one PlayerStart.
In fact, to be sure you won’t have any problems, you have to create at least 3 “Merc Playerstarts”, and 3 “Spy Playerstarts”.
To define what side the PlayerStart is for, you’ll have to change the TeamNumber field to
0 à Spy
1 à Merc
You can also use spawn points that can be triggered On or Off on demand by using STriggerPlayerStart instead of PlayerStart.
There are 3 different game modes you can use in Splinter Cell: Chaos Theory:
Story : Capture objectives (Neutralization, Data Extraction, Sabotage)
Disk Hunt : Pick up enough data disks to win.
Deathmatch : The name says it all. Kill or be killed.
Story mode allows you to use any of the previous Splinter Cell: Pandora Tomorrow game modes the way you want in your level.
This means you can still have Neutralization, Extraction or Sabotage, but you can also mix all of them to add more depth to your creation and adapt to your level better.
In the following example we’ll set up a game with 3 different possibilities: Hacking, Extraction and Bombing/Sabotage.
This is the old Neutralization mode from Splinter Cell: Pandora Tomorrow and, once again, if you were familiar with the previous editor you’ll feel at ease here.
When you have spotted the perfect place for your Computer, open the “Actor Classes” browser and look for the Actor/SGameplayObject/SObjectiveTrigger/ScomputerObjectiveTrigger actor.
Add it to your map by selecting the actor in the browser and using the “Add ScomputerObjectiveTrigger here” from the right-click pop-up menu.
Be careful where you position it, as the computer must be slightly ahead of any collision or else the player will not be able to capture it. (The height should be 78cm from the ground.)
Now edit the properties either by using F4 or by calling it up from the pop-up menu (right-click on the ND133).
Two fields are important for now: DominationCaptureTime >> Time needed for spies to capture the objective.
TriggerName >> Name of the objective, displayed on the HUD.
Now that you’ve placed your console, you need to add an SObjective actor (invisible in the game) close to it.
Link the SComputerObjectiveTrigger you’ve just put in your level (the computer) to the SObjective. This is done by opening the SObjective Properties (select and press F4) and finding the Objective section.
You now need to add a field in the Triggers list by pressing the “Add” button and typing the exact name of the SComputerObjectiveTrigger actor in it. (The selected objects are visible in the upper left corner of your working window.)
You can trigger/untrigger an event once the objective is captured.
There’s one more field you can set up right now:
ObjectiveName >> This name is the one displayed in the game HUD when the objective is being hacked in to, secured or taken.
As you can see, it’s possible to add more than one field in the Trigger list.
This is because you can have more than one computer linked to an objective.
The way it works is that each objective capture time progress is independent (you can have one of the objectives hacked into up to 90% while another is still untouched), but capturing any of the SComputerObjectiveTriggers is considered as equivalent to capturing the whole objective, thereby disabling all the linked SComputerObjectiveTriggers.
You have probably also noticed that a new “TriggersERVisibilityZOnes” field has been added since Splinter Cell: Pandora Tomorrow.
By default, when you are in a different zone than the one your SObjective is in, HUD shows you the SObjective location (1 single icon), and when you enter the same zone your SObjective is in, HUD shows the exact location of any Triggers linked to this Sobjective (there can be more than one).
This is very useful when you are working with many triggers and don’t want your HUD to look like a Christmas tree. ;)
This new field allows you to define zones in which the exact location will be displayed.
We’ll pay more attention to it when working on a Bombing zone.
Do this for every hacking console you want in the map, each time using an SObjective to reference the ScomputerObjectiveTriggers.
Now we’ll look at the Extraction mode where you have to grab an HDD from a computer and take it to a safety case.
SFlagDropZone
SFlagDropZones is an actor that is used to tell the game where the player has to take his HDD to capture the objective.
It looks like a small case and the only thing you need to adjust is its position because - like the computer - the case must be slightly ahead of any collision for it to work.
SFlag
SFlag works for Extraction mode as ScomputerObjectiveTrigger does for Neutralization.
It’s the Trigger you’ll need to reference in the SObjective.
Once again, you’ll have to be careful where you position it, putting it slightly ahead of any collision.
DropZone >> Add the name of your Drop Zone (SFlagDropZone actor) to the list.
You need at least 1 Drop Zone and can use up to 5 of them.
Several SFlags can share the same Drop Zones.
ResetTime >> Time before a dropped tube returns to its normal location.
Don’t forget to add a name in the SObjectiveTrigger section of the actor, and you are done with this one. ;)
In this game mode, spies need to plant a bomb in pre-designated spot and protect it until the countdown is finished and the bomb explodes.
SBombTargetObjectiveTrigger
This actor represents the places where spies can put bombs.
You’ll probably want to use several of them so that the mercenaries have to search a bit before finding the bomb.
Don’t forget to put an AbsentSkin...
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