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A request for one of my upcoming mods the "HillBilly" mod

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makemeunreal
OldUnreal Member
Posts: 543
Joined: Sat Mar 23, 2013 7:51 pm

A request for one of my upcoming mods the "HillBilly" mod

Post by makemeunreal »

Hey there!

As some of you might know, I've got a rather interesting mod in the works called the "HillBilly" mod or "HillBilly" simulator.

However, development came to a stop as I am not experienced enough to make a melee weapon from scratch. I've got all the models and stuff, but I can't make them into working weapons.

I wonder if any of you have like a melee template that I could use.

(Note that they could all be based on the same script. All they would need is a different sound, damage, and reach.)

Let me link some very old WIP shots:
Image
(This test was played online with my clan.)
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Last edited by makemeunreal on Thu Mar 14, 2019 9:14 am, edited 1 time in total.
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Matrix224
OldUnreal Member
Posts: 738
Joined: Wed Feb 20, 2008 7:41 pm

Re: A request for one of my upcoming mods the "HillBilly" mod

Post by Matrix224 »

This was some older code I had used for various melee weapons. I can't guarantee it's perfect, but it should at least be a good jumping off point

Code: Select all


//=============================================================================
// Base class for all Melee Weapons
//=============================================================================
class MeleeWeapon extends MWeapon
      abstract;
      
var() array FleshSounds; // Sounds for hitting flesh
var() array WorldSounds; // Sounds for hitting world
var() float Range;
var() int Damage;
var() Class WallEffect; // Wall hit effect

function PlayEnemyHitSound() {
      if (array_size(FleshSounds) > 0) {
            PlaySound(FleshSounds[rand(array_size(FleshSounds))]);
      }
}


function PlayLevelHitSound() {
      if (array_size(WorldSounds) > 0) {
            PlaySound(WorldSounds[rand(array_size(WorldSounds))]);
      }
}


function TraceFire(float accuracy) {
      local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z;
      local actor Other;
      local Pawn PawnOwner;

      PawnOwner = Pawn(Owner);

      Owner.MakeNoise(PawnOwner.SoundDampening);
      GetAxes(PawnOwner.ViewRotation,X,Y,Z);
      StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
      AdjustedAim = PawnOwner.AdjustAim(1000000, StartTrace, 2.75*AimError, False, False);      
      EndTrace = StartTrace + accuracy * (FRand() - 0.5 )* Y * 1000 + accuracy * (FRand() - 0.5 ) * Z * 1000;
      X = vector(AdjustedAim);
      EndTrace += ((Owner.CollisionRadius+range) * X); 
      Other = PawnOwner.TraceShot(HitLocation,HitNormal,EndTrace,StartTrace);
      ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z);
}

simulated function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) {
      local vector StartT;
      local rotator Dummy;
      local byte HitCount;
      local ZoneInfo HitZone;

      HitZone = Level.GetLocZone(HitLocation+HitNormal).Zone;
      while ( WarpZoneInfo(HitZone)!=None && WarpZoneInfo(HitZone).OtherSideActor!=None && HitCount++ 0.62 * Other.CollisionHeight) 
                  && (instigator.IsA('PlayerPawn') || (instigator.skill > 1)) 
                  && (!Other.IsA('ScriptedPawn') || !ScriptedPawn(Other).bIsBoss) )
                  Other.TakeDamage(Damage*1.6, Pawn(Owner), HitLocation, 35000 * X, 'decapitated');
            else
                  Other.TakeDamage(Damage,  Pawn(Owner), HitLocation, 30000.0*X, 'stabbed');      

      }
      if (Other == Level || Other.IsA('Brush')) {
            Spawn(class'chip',,, HitLocation+HitNormal*9, Rotator(HitNormal));
            Spawn(class'smallspark',,, HitLocation+HitNormal*9, Rotator(HitNormal));
            PlayLevelHitSound();
      } 
      
      if(Other.isa('Pawn') || (Other.IsA('Carcass'))) {
            PlayEnemyHitSound();
      } 
}

state AltFiring  {
      ignores  AltFire, Fire;
  
      begin:
            PlayAltFiring();
            Sleep(0.15);
            TraceFire(0.05);
            FinishAnim();
            Finish();
}


state NormalFire  {
      ignores  AltFire, Fire;  
      begin:
            PlayFiring();
            Sleep(0.15);
            TraceFire(0.05);
            FinishAnim();
            Finish();
}

function AltFire (float Value) {
      if (Owner != None) {
            GotoState('AltFiring');
            bPointing = True;
            Pawn(Owner).PlayRecoil(FiringSpeed);
            if ( Owner.bHidden ) {
                  CheckVisibility();
            }
      }
}

      
function Fire (float Value) {
      if (Owner != None) {
            GotoState('NormalFire');
            bPointing = True;
            Pawn(Owner).PlayRecoil(FiringSpeed);
            if ( Owner.bHidden ) {
                  CheckVisibility();
            }
      }
}

function TweenDown() {
}

function PlayIdleAnim () {
}

function PlayPostSelect() {
}

function PlaySelect() {
}

function PlayFiring() {
}
      
function PlayAltFiring() {
}


defaultproperties
{
    AmmoName=Class'UnrealShare.DefaultAmmo'
    PickupAmmoCount=1
    bInstantHit=True
    bAltInstantHit=True
    Range=50.0
    WallEffect=Class'UnrealShare.HeavyWallHitEffect'
}
Last edited by Matrix224 on Thu Mar 14, 2019 11:41 am, edited 1 time in total.
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makemeunreal
OldUnreal Member
Posts: 543
Joined: Sat Mar 23, 2013 7:51 pm

Re: A request for one of my upcoming mods the "HillBilly" mod

Post by makemeunreal »

Thank you! I'll try to tinker around with this! :D
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