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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Dispersion Pistol powerup mod?
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Dispersion Pistol powerup mod?
I wonder, has anyone ever made a mod that would make enemies that die with a dispersion pistol in hand drop dispersion pistol powerups instead of absolutely nothing in multiplayer games? By multiplayer I mean that it would probably break the Unreal SP campaign, given the amount of enemies with DPs there, but in botmatches and online it would be a pretty neat mod.
- BobIsUnreal
- OldUnreal Member
- Posts: 806
- Joined: Mon Apr 12, 2010 12:34 am
Re: Dispersion Pistol powerup mod?
Theres only a few classes of monsters with the dispersion pistol actually in there hand ,
SkaarjTrooper is the only one i can think of. a mutator could be made easily that checks for troopers with a dispersion pistol in the defined 'weapon' and changes there dropwhenkilled to whatever you like. like a weapon powerup..
if your refering to bots or ai , I cant say but it likly just as simple. in ut it would be even easier i think since you can grab the pawnkilled to also detect bots..
it would break nothing , -- small possibility it could break somthing if the monster had a game important dropwhen killed inventory already set( drops a key etc) , but thats easily checked.
edit :
somthing like this
class dispdropper expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (other != none && other.isa('SkaarjTrooper') )
{
if ( (SkaarjTrooper(other).myWeapon == class'UnrealShare.DispersionPistol') && ( SkaarjTrooper(other).dropwhenkilled == none) )
{
SkaarjTrooper(other).dropwhenkilled = class'UnrealShare.weaponpowerup';
}
}
return true;
}
edit m7/243:
not gonna reply since it not the point of this thread.
way like GE suggested:
check the dispersion pistol.owner and ignore the player is probably a better idea since it would also include custom scriptedpawn classes that used the dispersion pistol that are custom or unknown at build time as well.. it not the traditional way to do it tho.
I also added in the dwk check that was recommended by casey above that i skipped adding before since it's a example that no one would ever actually use....
SkaarjTrooper is the only one i can think of. a mutator could be made easily that checks for troopers with a dispersion pistol in the defined 'weapon' and changes there dropwhenkilled to whatever you like. like a weapon powerup..
if your refering to bots or ai , I cant say but it likly just as simple. in ut it would be even easier i think since you can grab the pawnkilled to also detect bots..
it would break nothing , -- small possibility it could break somthing if the monster had a game important dropwhen killed inventory already set( drops a key etc) , but thats easily checked.
edit :
somthing like this
class dispdropper expands Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (other != none && other.isa('SkaarjTrooper') )
{
if ( (SkaarjTrooper(other).myWeapon == class'UnrealShare.DispersionPistol') && ( SkaarjTrooper(other).dropwhenkilled == none) )
{
SkaarjTrooper(other).dropwhenkilled = class'UnrealShare.weaponpowerup';
}
}
return true;
}
edit m7/243:
not gonna reply since it not the point of this thread.
way like GE suggested:
check the dispersion pistol.owner and ignore the player is probably a better idea since it would also include custom scriptedpawn classes that used the dispersion pistol that are custom or unknown at build time as well.. it not the traditional way to do it tho.
I also added in the dwk check that was recommended by casey above that i skipped adding before since it's a example that no one would ever actually use....
Last edited by BobIsUnreal on Wed Mar 07, 2012 8:04 am, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Dispersion Pistol powerup mod?
Yea, I know, I just wonder if there is already something like that, since it would be pointless to create duplicate code. As for breaking things, I meant the game balance, as in you don't want to give players powerups, if they were never intended to be there in SP campaigns, since they could get an unfair advantage. But yes, of course you can check if it's possessed by a non-player pawn.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Dispersion Pistol powerup mod?
fully powered up DP is crap.
Either way, as you said add a check for..
if( SkaarjTrooper(other).dropwhenkilled != none) in case theres some item they already drop. You never know what it could break.
Either way, as you said add a check for..
if( SkaarjTrooper(other).dropwhenkilled != none) in case theres some item they already drop. You never know what it could break.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Dispersion Pistol powerup mod?
True, but having the powerup appear more frequently in MP games would make some shots more colourful. It would also help the one that died with the DP in hand, since his enemy would have to spend a few seconds waiting for the DP animation to finish before he could do anythingfully powered up DP is crap.
Last edited by GreatEmerald on Wed Mar 07, 2012 10:15 am, edited 1 time in total.


