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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
Directional Arrow Mod Request
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Gameite2260
- OldUnreal Member
- Posts: 5
- Joined: Tue Sep 03, 2013 10:53 pm
Directional Arrow Mod Request
Okay, I'd like someone to make a mod for me. Basically, I am tired of having to constantly look around for some hidden switch or something in between fights, I just want to get to the action. So I'd like it if someone could do a mod similar to UT2004 in Assault maps, where you can push a button and have a little flying bolt thing come out and go in the direction you're supposed to go. Preferably I would like using this to be optional, as I'd prefer to only use it as a last resort if I'm really stuck. Maybe have it so you have to discover a specific message on the Translator to reveal where you're supposed to go, but nothing too overboard.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Directional Arrow Mod Request
Do you also want chips with that ?
Joking aside, this seems much more complex in Unreal for the very good reason that UT2004's assault only has one way to complete a single path from point A to point B : activate Switch X to open door Y and then destroy object Z.
Consider now a map like Bluff Eversmoking or Nali Castle where you have many options and can do anything in any order: the assault guide system becomes useless.
If you're just in for the action, I'd suggest jumping into a DM match. If you still want to play the Unreal campaign without too much looking around for a switch or a button, then you can simply open UnrealEd and follow the red lines from trigger to movers and such : they will quickly show you what object activates what, and how to open your way to the next fight.
Joking aside, this seems much more complex in Unreal for the very good reason that UT2004's assault only has one way to complete a single path from point A to point B : activate Switch X to open door Y and then destroy object Z.
Consider now a map like Bluff Eversmoking or Nali Castle where you have many options and can do anything in any order: the assault guide system becomes useless.
If you're just in for the action, I'd suggest jumping into a DM match. If you still want to play the Unreal campaign without too much looking around for a switch or a button, then you can simply open UnrealEd and follow the red lines from trigger to movers and such : they will quickly show you what object activates what, and how to open your way to the next fight.
You must construct additional pylons.
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Gameite2260
- OldUnreal Member
- Posts: 5
- Joined: Tue Sep 03, 2013 10:53 pm
Re: Directional Arrow Mod Request
Well, this is mainly a convenience thing, as I could just look up a walkthrough or something too if I had a problem. However, this would mean constantly having to alt-tab out of the game, and also would be an immersion breaker. Plus, something tells me having Unreal open while editing a map for it that you're playing on is a very bad idea.
As for the open-ended levels, I didn't get that far, so I didn't really know about them. Like I said originally though, something could possibly be done with the translator, though, unlocking arrows for different areas depending on which translator message you recieved. Not sure if the layout for those levels would support that though.
As for the open-ended levels, I didn't get that far, so I didn't really know about them. Like I said originally though, something could possibly be done with the translator, though, unlocking arrows for different areas depending on which translator message you recieved. Not sure if the layout for those levels would support that though.
Last edited by Gameite2260 on Wed Sep 04, 2013 11:52 am, edited 1 time in total.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Directional Arrow Mod Request
I doubt it would be easy to implement. If I remember correctly, the guiding light in UT2004 exploits the AI navigation path of the level to take you to the next objective. Most levels in Unreal are not entirely pathed, which would prevent the same system to be implemented. Something equivalent would have to be hardcoded inside the mutator/mod, specifically for each level.
If I remember well, there is a weapon mod somewhere which allows you to trigger movers (to open doors etc) by looking at them. I can't remember what it's called, though. This would be more useful to you.
If I remember well, there is a weapon mod somewhere which allows you to trigger movers (to open doors etc) by looking at them. I can't remember what it's called, though. This would be more useful to you.
You must construct additional pylons.
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Gameite2260
- OldUnreal Member
- Posts: 5
- Joined: Tue Sep 03, 2013 10:53 pm
Re: Directional Arrow Mod Request
Does the weapon appear in single player? That's the thing I'm having trouble with.
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Skywolf
- OldUnreal Member
- Posts: 880
- Joined: Sun Aug 02, 2009 12:20 pm
Re: Directional Arrow Mod Request
Tip: look seven topics below this one 
If you still can't find it then I don't know anymore. And since I have no idea how to make a mod for this forum to show you where to go I will just place a link: [url]http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1372342686[/url]
If you still can't find it then I don't know anymore. And since I have no idea how to make a mod for this forum to show you where to go I will just place a link: [url]http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1372342686[/url]
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament
.