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Rocket Maps?

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EduCatOR
OldUnreal Member
Posts: 13
Joined: Wed Jun 17, 2009 4:31 pm

Rocket Maps?

Post by EduCatOR »

Are there any maps for Unreal that only have rockets? I seem to remember a map that was a large oval arena that had nothing but rockets, though I'm not entirely sure I'm not completely making it up. Could have been for UT as well I guess. Anyways, any maps that have just rockets? Or a healthy heaping of them?

Thanks
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Gizzy
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Re: Rocket Maps?

Post by Gizzy »

IIRC, there is a map in Unreal that goes by the name of DM-Morbias that only has Eightball guns. You could use a simple mutator to replace weapons on other maps if you wish.
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Shivaxi
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Joined: Wed Mar 08, 2006 4:43 pm

Re: Rocket Maps?

Post by Shivaxi »

Yeah Dm-Morbias is the Rocket arena...it's in Unreal and UT99 too....infact hasn't that map been in every single version of Unreal ever? It's like a famous map :P
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EduCatOR
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Joined: Wed Jun 17, 2009 4:31 pm

Re: Rocket Maps?

Post by EduCatOR »

Sorry, I was n00b'n out. :P

Wish there were more like it....
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Posts: 4425
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Re: Rocket Maps?

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Sorry, I was n00b'n out.  :P

Wish there were more like it....

Code: Select all

public class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.

Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
User avatar
DaveAnd
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Re: Rocket Maps?

Post by DaveAnd »

Sorry, I was n00b'n out. :P

Wish there were more like it....

Code: Select all

public class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.

Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server

I'm new to mods coding - but this small example shows me enough to understand how it works and where to start - cool - thanks!

One question though....(soz this is the wrong place/thread).
Is CheckReplacement a known interface - i.e. how does it get called.??

Thanks..

There are loads of rocket only maps...
Sparky from the DOG clan might be able to list a load for you..
Last edited by DaveAnd on Tue Jun 30, 2009 11:48 am, edited 1 time in total.
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GreatEmerald
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Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Rocket Maps?

Post by GreatEmerald »

Yes, AFAIK CheckReplacement is called every time something is spawned.

However, it would be more logical if it was like this:

Code: Select all

class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon'))
{
ReplaceWith(Other, "UnrealShare.EightBall");
return true;
}
else if (Other.IsA('Ammo'))
{
ReplaceWith(Other, "UnrealShare.RocketCan")
return true;
}
else return true;
return false;
} 
User avatar
DaveAnd
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Posts: 38
Joined: Wed Aug 20, 2008 10:19 am

Re: Rocket Maps?

Post by DaveAnd »

Yes, AFAIK CheckReplacement is called every time something is spawned.

However, it would be more logical if it was like this:

Code: Select all

class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (Other.IsA('Weapon'))
{
ReplaceWith(Other, "UnrealShare.EightBall");
return true;
}
else if (Other.IsA('Ammo'))
{
ReplaceWith(Other, "UnrealShare.RocketCan")
return true;
}
else return true;
return false;
} 
got you Thanks!

* but with this bit sorted :)
.
.
.
else return true;
return false;
}


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[]KAOS[]Casey
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Location: over there

Re: Rocket Maps?

Post by []KAOS[]Casey »

need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')

or else you'll get some nice infinite looping going on
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Smartball
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Re: Rocket Maps?

Post by Smartball »

You also need to be careful of the default weapon  :P

Code: Select all

class EightballMut extends Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
      if( Other.IsA('Weapon') && !Other.IsA('Eightball') && Other.Class != Level.Game.DefaultWeapon )
            return !ReplaceWith(other, "UnrealShare.Eightball");
      else if( Other.IsA('Ammo') && !Other.IsA('RocketCan') && (Level.Game.DefaultWeapon == None || Other.Class != Level.Game.DefaultWeapon.default.AmmoName) )
            return !ReplaceWith(other, "UnrealShare.RocketCan");
      else
            return Super.CheckReplacement(other, bSuperRelevant);
}
Last edited by Smartball on Tue Jun 30, 2009 6:25 pm, edited 1 time in total.
Of all the things I've lost, I miss my mind the most.
User avatar
EduCatOR
OldUnreal Member
Posts: 13
Joined: Wed Jun 17, 2009 4:31 pm

Re: Rocket Maps?

Post by EduCatOR »

This forum is nice, so friendly...you guys are the shit, always willing to help. Thanks!
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GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Rocket Maps?

Post by GreatEmerald »

Ooh, Smartball's returns are very interesting and make a lot of sense. Should be documented on the UE Wiki. Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Rocket Maps?

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Yes, AFAIK CheckReplacement is called every time something is spawned.

However, it would be more logical if it was like this:
{code}
It works identically as my code, but my code is shorter and I'm used to writing mutators like that ;D take less time.
need to check i&& !Other.isa('EightBall') and !Other.isa('RocketCan')

or else you'll get some nice infinite looping going on
Yeah I fail.

Code: Select all

public class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if((Other.IsA('Weapon') && !Other.IsA('EightBall')) && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if((Other.IsA('Ammo') && !Other.IsA('RocketCan')) && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Now that's more like it. :)
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Tue Jun 30, 2009 7:09 pm, edited 1 time in total.
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Smartball
Global Moderator
Posts: 241
Joined: Fri Mar 22, 2002 4:01 am

Re: Rocket Maps?

Post by Smartball »

Except that you also need return Super.CheckReplacement(other, bSuperRelevant); at the end, because otherwise UCC might complain about no return value.
My code contains no path that doesn't return a value, so UCC should have no warnings.
Of all the things I've lost, I miss my mind the most.
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Hyper
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Posts: 3529
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: Rocket Maps?

Post by Hyper »

Sorry, I was n00b'n out.  :P

Wish there were more like it....

Code: Select all

public class WhatTheFu[ch1089]k expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if(Other.IsA('Weapon') && ReplaceWith(Other, "UnrealShare.EightBall"))
return false;
if(Other.IsA('Ammo') && ReplaceWith(Other, "UnrealShare.RocketCan"))
return false;
return true;
}
Compile and save as Something.u.

Unreal DmMorbias.unr?mutator=Something.WhatTheFu[ch1089]k -server
Or just use a general-purpose mutator like WMutate
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unreal://hypercoop.tk
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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

Re: Rocket Maps?

Post by GreatEmerald »

My code contains no path that doesn't return a value, so UCC should have no warnings.
I believe that some UCC versions complain if there are no standalone return values in return functions.
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Hyper
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Contact:

Re: Rocket Maps?

Post by Hyper »

The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
.:..:
OldUnreal Member
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Joined: Tue Aug 16, 2005 4:35 am

Re: Rocket Maps?

Post by .:..: »

My code contains no path that doesn't return a value, so UCC should have no warnings.
I believe that some UCC versions complain if there are no standalone return values in return functions.
That statement is false. UCC compilers ONLY give warnings if theres NO return's inside the function, unlike C++ compilers that give errors when not every path returns a value.
Last edited by .:..: on Wed Jul 01, 2009 9:55 am, edited 1 time in total.
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