Wolvy's AAPG Advanced Mission Editor Tutorials

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[Tutorial] How to create "Occupy" Objective game type
I will make a video later on with bit more detail. But I think this will help you guys a bit for now.
Under the "actor class" tab in the browser you want find "AAObjectivevolume" then expand "AAObjectiveExtract" and it's under that "AAObjectiveoccupy"

Now once you find it just highlight it: either drag and drop it into your map or once highlighted you can right click and add it that way. It will look like a static mesh.
You need to assign it Obj letter...Y, Z...etc.
Bottom right you can change its draw scale to fit your needs. and finally in its properties you can assign the team that controls it and change the timer...etc .

Hope that helps!
Under the "actor class" tab in the browser you want find "AAObjectivevolume" then expand "AAObjectiveExtract" and it's under that "AAObjectiveoccupy"

Now once you find it just highlight it: either drag and drop it into your map or once highlighted you can right click and add it that way. It will look like a static mesh.
You need to assign it Obj letter...Y, Z...etc.
Bottom right you can change its draw scale to fit your needs. and finally in its properties you can assign the team that controls it and change the timer...etc .

Hope that helps!
Comments
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Current status: WIP
Build completion: 8 months :*
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Enjoy!
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It is about using Obstruction and Occlusion for Audio in the already established Meshes.
http://forum.americasarmy.com/discussion/3520/how-to-stop-sound-bleed-over-through-walls-and-objects-occlusion-and-obstruct?new=1
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Pipeline
HonorTown
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Do we then leave off the UMM_ part?
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To be honest i find it hard to learn this kind of sound setting, so i really need to have making time for this
Personal i liked the old system better , cause it feels easier to use, but thats me, the video helps me alot more to understand it, so yes its sure helpfull wolvie
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HonorTown
Next, how to use and control audio settings/sounds in a matinee?
Should work the way it did before... Only difference you're controlling ak sounds now instead of wave/cues.
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It takes the apache about 6 seconds to fly to the player, 6 seconds to disappear, but the sound only really lasts about half that total time.
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