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Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 1:04 am
by PRIMEVAL
WTFS is singularity?
Singularity - A point in the universe where the density of matter and the gravitational field are infinite, such as at the center of a black hole.

Basically, the Singularity Cannon is a blackhole gun. It makes the DOOM BFG and Quake 4 DMG look like Dispersion Pistols.

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 7:06 am
by KillerSkaarj
That explains why you only get it at the very end of the game...

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 9:56 am
by GreatEmerald
Yeap, but nothing prevents you from summoning a few :D It would be a great replacement for Redeemers in UT. If there was a Redeemer and SC 1on1 battle, I'm sure the guy with SC would win, because all the enemy's Redeemers would be thrown into another universe. Or at least the course would be altered dramatically by the Event Horizon, making the projectiles useless.

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 12:43 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
But wouldn't Singularity Cannon kill its user too? :-?

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 2:59 pm
by GreatEmerald
For some reason, it doesn't (some reason = a check if the actor isn't the Instigator :D ).

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 3:10 pm
by Gizzy
Would it technically be possible to recreate this in Unreal? Can you have a weapon that kills specific actors (Lights, pawns ect..) within a certain radius?

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 3:22 pm
by Bane
Would it technically be possible to recreate this in Unreal? Can you have a weapon that kills specific actors (Lights, pawns ect..) within a certain radius?
Lights are static and cannot be changed outside of unreal ed. Killing all pawns within a certain radius is simple.

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 5:30 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Just a note: I once set Engine.Light's bStatic and bNoDelete to False and it crashed the client, although the server was still up and Stalker didn't crash.

As for destroyable lights, you could make a class that acts just as a light, and possibly use a mutator that replaces all instances of Engine.Light with ThatPackage.ThatClass. Although I don't know would the latter work.

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 9:18 pm
by Bane
Just a note: I once set Engine.Light's bStatic and bNoDelete to False and it crashed the client, although the server was still up and Stalker didn't crash.

As for destroyable lights, you could make a class that acts just as a light, and possibly use a mutator that replaces all instances of Engine.Light with ThatPackage.ThatClass. Although I don't know would the latter work.
It would not. You cannot change a static object. You've already discovered what happens when you try. You can make a custom map, use triggerlights, and do ingenious mapping stuff to make it so lights/whatever can be destroyed by a specific gun. You can make a copy of an existing map and modify it like that. But you cannot modify lights, or any other static object, in existing maps.

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 9:46 pm
by Gizzy
So the closest we can get is creating a Carbon-Copy of a map, with the destructible lights?

Re: Unreal Beta Models

Posted: Sat Apr 18, 2009 10:03 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
So the closest we can get is creating a Carbon-Copy of a map, with the destructible lights?
In short, yeah. In long...well, also yeah. :D

I started to remake stock maps on my PC but can't work on them now, but I'll start from beginning on the laptop. Things like merging SkyCaves with SkyTown and throwing some parts away, while adding new ones, etc. And while I'm at it, I'll have a look what can I do with the lights.