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How to shrink player/pawn

regarding to your suggestion: here it is.
Psychomorph

How to shrink player/pawn

Post by Psychomorph »

Hello,

I like to play U4E as a big guy (warlord), he's to large for many areas to enter though, and can't spawn in some maps. I heared there is a mutator that allows to shrink the player (not shrinker gun, but to shrink yourself), do you know where to grab one?
Leo said rolands rtnp something had this. I need a separated mutator, though.
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スマイル・ドラゴン
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Re: How to shrink player/pawn

Post by スマイル・ドラゴン »

Either get a item like the "BigBelt" from Pack5 (or was it 4 or 6?) Or make a custom playerpawn class with the following, be sure to take the animation code off MCoop2 or you will have problems.

Mesh LodMesh'UnrealI.WarlordM'
DrawScale 0.500000
CollisionHeight 39.000000
CollisionRadius 17.000000
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Hello,

I like to play U4E as a big guy (warlord), he's to large for many areas to enter though, and can't spawn in some maps. I heared there is a mutator that allows to shrink the player (not shrinker gun, but to shrink yourself), do you know where to grab one?
Leo said rolands rtnp something had this. I need a separated mutator, though.
Yeah...but you can grab the code from there, that is I think you should maybe ask for permission to the guy who made it (I forgot who made it for Roland), or just simply credit him.
The download is:
http://www.rolandunreal.ismywebsite.com ... TNP225.exe
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

This is mystery to me...It should technically work just by adjusting few things...yet it complains when I assign default const variable in.....it fails to compile. I don't get how roland or pcube made it to compile...don't get it.

Anyway also akcoop2 used shrinking item it was called potion, it made you very tiny.
Last edited by Leo T_C_K on Thu Dec 17, 2009 12:55 am, edited 1 time in total.
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Matrix224
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Re: How to shrink player/pawn

Post by Matrix224 »

class ShrinkMe expands Pickup;

replication
{
Reliable if(role < role_authority)
ShrinkMe;
}

simulated exec function ShrinkMe(float i)
{
If(i < Owner.Default.Drawscale && i > 0)
{
Owner.drawscale = i;
Owner.SetCollisionSize(Owner.drawScale*Owner.Default.CollisionRadius,
Owner.drawscale*Owner.Default.CollisionHeight);
}
else

Owner.drawscale = owner.default.drawscale;
Owner.SetCollisionSize(Owner.drawScale*Owner.Default.CollisionRadius,
Owner.drawscale*Owner.Default.CollisionHeight);

}

This is just some made up class that would hopefully work.

The owner would type something like ShrinkMe 0.3
This would make them 0.3 drawscale, and set their collision to be even with their drawscale.
Also, they would not be able to go above their default drawscale or below 0. If their default was 1 and they typed 3 or anything less than or equal to 0, it would make it 1 instead.

- NOTE - This won't work with XCoop's players, due to the crouch code.
Last edited by Matrix224 on Thu Dec 17, 2009 1:21 am, edited 1 time in total.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Wait....maybe I got how Pcube made it, by temporary altering the functions so he can assign constant variables.

Anyway thx Matrix...I hope that will work.
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Matrix224
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Re: How to shrink player/pawn

Post by Matrix224 »

Yeah I just modified it a bit, check it again if you want.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Thx...it works...I just added a small check so other pawns can't pick it up except the special ones.
Although still it woud be better if it shrinked it to collisionradius 17 and collisionheight 39, because I didn't want players to be smaller than that, but this is enough I guess and I am not sure how to limit it to collisionradius 17 and 39 this way.

But it doesn't matter, at last they will have advantage.
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Matrix224
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Re: How to shrink player/pawn

Post by Matrix224 »

Easy edit:


class ShrinkMe expands Pickup;

replication
{
Reliable if(role < role_authority)
ShrinkMe;
}

simulated exec function ShrinkMe()
{
Owner.drawscale = 0.5;
Owner.SetCollisionSize(17, 39);
}
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Yeah but I want them to get back to normal default size afterwards....and they can't do it this way.

But wait....I could have another exec command in there that would do it, let me try. with the Owner.default.collisionradius plus height in parenthesis, as you had in your old code. I didn't know you can add these at SetCollision, I thought only two numbers were possible.
Last edited by Leo T_C_K on Thu Dec 17, 2009 2:11 am, edited 1 time in total.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

K so what I did now is

class ShrinkMe expands Pickup;

replication
{
Reliable if(role < role_authority)
ShrinkMe, GrowMe;
}

function PickupFunction(Pawn Other)
{
if (( !Pawn(Owner).isA('MCoopMonster')))
Destroy();
}

simulated exec function ShrinkMe()
{
Owner.drawscale = 0.5;
Owner.SetCollisionSize(17, 39);
}

simulated exec function GrowMe()
{
Owner.drawscale = owner.default.drawscale;
Owner.SetCollisionSize(Owner.Default.CollisionRadius,Owner.Default.CollisionHeight);

}

defaultproperties
{
PickupMessage=" "
}
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Matrix224
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Re: How to shrink player/pawn

Post by Matrix224 »

I was gonna ask actually if you wanted that but yours is fine (Y)
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Yeah...what I meant with I was not sure how to do it this way was incorporating that within that one command itself..the one with integer value, but this is better since this way it sets them normal.

http://www.esnips.com/doc/4dbf2fa0-1d59 ... wnShrinker

The file is uploaded...works only for UT though. As he wanted it for UTMCoop.
Last edited by Leo T_C_K on Thu Dec 17, 2009 9:08 pm, edited 1 time in total.
Psychomorph

Re: How to shrink player/pawn

Post by Psychomorph »

Hey guys, thank you very much. This is a good community here. :D

I hope Killerbee installs it on his server soon, so we can fieldtest it. Pitty it's UT only, but it's already more than you can ask for.

Thanks!
Last edited by Psychomorph on Thu Dec 17, 2009 12:03 pm, edited 1 time in total.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

Hey guys, thank you very much. This is a good community here. :D

I hope Killerbee installs it on his server soon, so we can fieldtest it. Pitty it's UT only, but it's already more than you can ask for.

Thanks!
I had to make it UT only because of mutator troubles, not working in UT properly, so I used some UT mutator specific functions, which don't work in Unreal the other way..
Last edited by Leo T_C_K on Thu Dec 17, 2009 4:49 pm, edited 1 time in total.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

I made a small update.

http://www.esnips.com/doc/4dbf2fa0-1d59 ... wnShrinker

I forgot to include function to keep the item after you die....
Last edited by Leo T_C_K on Thu Dec 17, 2009 9:08 pm, edited 1 time in total.
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

And another update:

http://www.esnips.com/doc/4dbf2fa0-1d59 ... wnShrinker

Will update the previous links too. This one sould work perfectly.
Psychomorph

Re: How to shrink player/pawn

Post by Psychomorph »

Nice. Also, it works. :D
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Shivaxi
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Re: How to shrink player/pawn

Post by Shivaxi »

You can always do this without mods, and just some simple commands, like:

admin set playerpawn collisionheight #
admin set playerpawn collisionradius #

:P
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Leo T_C_K
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Re: How to shrink player/pawn

Post by Leo T_C_K »

You can always do this without mods, and just some simple commands, like:

admin set playerpawn collisionheight #
admin set playerpawn collisionradius #

:P
Duh...but admin is not on all the time.
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スマイル・ドラゴン
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Re: How to shrink player/pawn

Post by スマイル・ドラゴン »

You can always do this without mods, and just some simple commands, like:

admin set playerpawn collisionheight #
admin set playerpawn collisionradius #

:P
Do you have any idea how many times I've crashed the server and clients doing that? Do you not know the fuc[ch8207]king meaning of "const" and "native"...?
THOSE SHOULD ONLY BE CHANGED BY THE SETCOLLISIONSIZE() FUNCTION!!!!!!!!!!!
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: How to shrink player/pawn

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I didn't even know it's possible to change collision like that...

But this would be possible I guess:

Code: Select all

class Bullshit expands Pickup;

replication
{
      reliable if (Role < ROLE_Authority)
            SetCollision;
}

exec function SetCollision (class C, float Radius, float Height)
{
      local Actor A;
      foreach AllActors (C, A)
            A.SetCollisionSize (Radius, Height);
}
Just not sure about the replication though. lol
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Bleeder91[NL]
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Re: How to shrink player/pawn

Post by Bleeder91[NL] »

Code: Select all

native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers );
already in use :P
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: How to shrink player/pawn

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

lol

But yeah, then use like SetCollisionWtf or something.
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Shivaxi
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Re: How to shrink player/pawn

Post by Shivaxi »

You can always do this without mods, and just some simple commands, like:

admin set playerpawn collisionheight #
admin set playerpawn collisionradius #

:P
Do you have any idea how many times I've crashed the server and clients doing that? Do you not know the fuc[ch8207]king meaning of "const" and "native"...?
THOSE SHOULD ONLY BE CHANGED BY THE SETCOLLISIONSIZE() FUNCTION!!!!!!!!!!!

Well excuse me...no I don't know how many times you've crashed clients doing this...because I myself use these commands ALL the time, single player AND on my server...works completely fine...never crashed anyone...nor the server.

Do not yell at me without a valid reason...at least provide some proof before you go on a tangent.
Last edited by Shivaxi on Wed Dec 23, 2009 6:45 pm, edited 1 time in total.
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