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Re: UT2K4 to Unreal 1
Posted: Sun Apr 26, 2009 11:16 pm
by Jet v4.3.5
Sweet. How does it work? Do you like, place the emitter and gun over the charger yourself, or do you put the charger down and tell it what to spawn in the settings?
Re: UT2K4 to Unreal 1
Posted: Mon Apr 27, 2009 8:59 am
by Gizzy
Sweet. How does it work? Do you like, place the emitter and gun over the charger yourself, or do you put the charger down and tell it what to spawn in the settings?
I added the charger, then the emitter, then the gun.
I guess it would be possible to change the charger code to make it emit yellow sparks, but that is beyond my ability.
Re: UT2K4 to Unreal 1
Posted: Mon Apr 27, 2009 9:15 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
227 brings the joy of particles into Unreal

lol
It shouldn't be too hard to make that, I think all you need is to make a Timer which spawns particles.
Re: UT2K4 to Unreal 1
Posted: Tue Apr 28, 2009 11:22 pm
by Jet v4.3.5
May I make a tiny yet slightly important suggestion (this is very easy)? When you make everything you can localize it to where the charger and emitter are in the exact same position and the gun is exactly maybe three units above the charger. Select each, the charger, emitter, and weapon, and go into advanced options and select bsnaptogrid to true then reset all of the positioning of the selected actors so they are all in the middle of the map at (0,0,0). Then move them to where you need them and select only the weapon and move it up, keeping its settings to that it still rotates, like in UT2k4.

Re: UT2K4 to Unreal 1
Posted: Wed Apr 29, 2009 12:04 pm
by GreatEmerald
Why not make an actual charger, a NavigationPoint that spawns weapons and an emiiter above it?
Re: UT2K4 to Unreal 1
Posted: Wed Apr 29, 2009 7:15 pm
by Gizzy
Why not make an actual charger, a NavigationPoint that spawns weapons and an emiiter above it?
Ah, very good ideas. If I had sufficient scripting knowledge, I would do this
(I gotta learn UScript properly

)
Re: UT2K4 to Unreal 1
Posted: Thu Apr 30, 2009 1:29 am
by Jet v4.3.5
Yeah, if you can do that, it would actually work. Pretty much what they do in UT2004. One thing though is the additional light, like a weapon charger light.
Re: UT2K4 to Unreal 1
Posted: Thu Apr 30, 2009 1:16 pm
by GreatEmerald
-> Subclass NavigationPoint
-> In its (Pre/Post)BeginPlay spawn an emitter and a weapon pickup (change the location setting to a vector with a positive Z and zeros in X and Y, in UT2004 it's vect(0,0,40))
-> Save the emitter as a class
-> Compile
That's actually it. You can also look around the UT2004 code for it:
http://unreal.student.utwente.nl/uncode ... se.html.gz
It also spawns a marker for bots, but it's necessary as xPickupBase isn't a Navigation Point. Yet your base must be one, or else it will break paths and you will see wrong info in UnrealEd, or at least I think so.
Re: UT2K4 to Unreal 1
Posted: Thu Apr 30, 2009 1:35 pm
by .:..:
Problem with Great Emerald's solution is that bots wont recognize them as "Pickups" while seeking for inventory in the map. In other words its best to extend "Inventory" class in order for Editor to set up an inventory spot for the actor to keep the AI support.
Re: UT2K4 to Unreal 1
Posted: Thu Apr 30, 2009 7:42 pm
by GreatEmerald
Yes, that's true. However, there might be another problem - priorities. Bots need to know that a Redeemer is better than a Dispersion Pistol somehow, so you might still need to add the InventorySpot trick.
Re: UT2K4 to Unreal 1
Posted: Fri May 01, 2009 3:57 pm
by Gizzy
Ok, I have finally finished the Minigun, after starting it all over again. Only one problem resides. The Tracer doesn't work properly online. (It didn't move forward) I had to change some networking options in it's defaults to make it work online, but it still only appears far in front of the weapon when it is fired. I was tempted to comment it out in the code of the Minigun itself; it looked ugly when it spawned miles in front of you.
Negative points aside, I'm rather impressed with it. If you want to check it out, here's the link:
http://www.freewebs.com/unrealgizzy/FWT ... gun2K4.rar
Re: UT2K4 to Unreal 1
Posted: Fri May 01, 2009 9:24 pm
by Jet v4.3.5
After you get all these done, you should put it all into one big mod like utweapons so we can download as a whole.
Re: UT2K4 to Unreal 1
Posted: Fri May 01, 2009 9:33 pm
by Gizzy
After you get all these done, you should put it all into one big mod like utweapons so we can download as a whole.
That's
if I get it done before Dots finishes his, and releases it
Re: UT2K4 to Unreal 1
Posted: Thu May 07, 2009 6:39 am
by NaliSlayer
well gizzy you could ask dots if he wants to work together,he can make one part of the weapons and you the second,then the weapons would be are two times as fast done and then you could release them faster :-? :-? :-?
Re: UT2K4 to Unreal 1
Posted: Thu May 07, 2009 2:25 pm
by Gizzy
Well 227f is practicly finished, and Dots is a far better coder than me so I maight just leave him to do it, but that is an interesting idea..
Re: UT2K4 to Unreal 1
Posted: Fri May 08, 2009 6:57 am
by NaliSlayer
well if he codes the weapons then you can make the items (udamage,superhealth,shields,etc)
Re: UT2K4 to Unreal 1
Posted: Fri May 08, 2009 7:53 pm
by Gizzy
well if he codes the weapons then you can make the items (udamage,superhealth,shields,etc)
Well, I have already completed the ammo for the weapons, Super Health and Jump boots (Which was strangely named UT2JumpBoots in WOTGreal..)
The Shield, Health and UDamage are a pain in the ass. I have the required models, but texturing is an issue. I'll post a screenshot of what I mean soon.
Re: UT2K4 to Unreal 1
Posted: Sat May 09, 2009 7:10 am
by NaliSlayer
well i made my own udamage (model from UT3)i made it completely in Unreal Editor (lots of polygons but it looks good),and i took the script from the udamage in Unreal Tournament 99,so it isn't that hard to make the Udamage,but i used textures from unreal and not from UT3 (is inpossible to use textures from ut3),but it still looks great my udamage, would like to post a screenshot but i dont now how to do that
Re: UT2K4 to Unreal 1
Posted: Sat May 09, 2009 9:11 am
by Gizzy
would like to post a screenshot but i dont now how to do that
Upload the image to an image-hosting site eg: Photobucket. Then post the IMG code here.
I would like to see this Udamage

Re: UT2K4 to Unreal 1
Posted: Sat May 09, 2009 1:13 pm
by GreatEmerald
Just to note, IIRC jumpboots never existed in UT200X. They were remade by someone, and since then used in a lot of maps as an embeddable package. I even used it for my UT2004 Pickups for Unreal 1 Game mutator in UT2004 to replace the old jump boots

Re: UT2K4 to Unreal 1
Posted: Sat May 09, 2009 2:39 pm
by Gizzy
yeah, I noticed there are no Jumpboots either. I just though it was weird that the model was named "UT2JumpBoots"
Re: UT2K4 to Unreal 1
Posted: Sun May 10, 2009 8:48 am
by NaliSlayer
well gizzy this is my udamage

i now it's not finished and i am still working on it,but it works in game

i can pick it up,it only works in UT now because the effects are from the botpack,i will convert it to unreal soon,it is not completely the same as the udamage from ut3 but that's because it would get a lot of bugs and bsphole's
Re: UT2K4 to Unreal 1
Posted: Sun May 10, 2009 10:08 am
by Gizzy
Ah very good, how long did it take you to make it?
You just gave me an idea for fixing my UDamage...
Re: UT2K4 to Unreal 1
Posted: Sun May 10, 2009 10:39 am
by NaliSlayer
well the udamage itself was about 3 hours to make and de script a half hour (i took the script from the UT99 udamage and replaced the model with my udamage model), i am working on the invisibility UT3 style and then i'm going to make the berserk but i don't now how to script (the udamage and invisibilty are simple because they are already in game so i only have to change the script so it uses my model) but there is no berserk script so i dont know how i'm going to make that one
Re: UT2K4 to Unreal 1
Posted: Sun May 10, 2009 11:59 am
by Gizzy
i'm going to make the berserk but i don't now how to script (the udamage and invisibilty are simple because they are already in game so i only have to change the script so it uses my model) but there is no berserk script so i dont know how i'm going to make that one
You could always look at the script for the berserk in UT2K4, or just use a bit of the UT UDamage script and change it slightly to suit your needs.
EDIT: This is the UT2K4 Pickups as it stands at the moment.
I don't know how to make the Health and UDamage appear like they do in UT2K4 (Texture wise)