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Scanner 'weapon' for coop server play

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gopostal
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Joined: Thu Jul 31, 2008 9:29 pm

Scanner 'weapon' for coop server play

Post by gopostal »

https://www.dropbox.com/s/jp3y6q3ytp27wxf/scanner.u

Here is a little something I've been putting together to serve as the base for a player-carried item that controls certain aspects of coop play.

First, credits need to go out. I used the mesh from the medigun from U4E (they have a medigun?). It was perfect for this and fits the idea exactly. Thank you guys for leaving your code and models intact in the source. Also some of the coding is credited to FeraliDragon for helping me understand weapon from code to anim to state.

So what is this thing? Well it's a hand-held remote control that is utilized in the same manner as a weapon. When equipped it will create an overlay on your HUD that put tags on most movers telling you where they are (distance to the mesh itself). This will help you find some of those hidden doors.

If you put your crosshairs onto the mover and hit fire it will send an order to the mover to cycle open. This has a generous distance (2000 units) so you can reach stuck elevators overhead or down below. Alt-fire send the order for the mover to cycle closed. Do be careful on usage though. Forcing movers will screw up the sequences because the event tag isn't called on the mover. You'll have to use the scanner to open subsequent movers in the event string (if there are more). Overall though it's a cool way to sightsee through a map or to keep handy in case a door doesn't open right.

Also when you bring up the scanner it adds a light to the player so you can see around you in dark areas. When you put down the scanner the glow is removed. Handy for peeking into those dark recesses to look for things.

Here's a sample shot from Dig:
Image
You can see the hidden door on the left and if desired you can point at it and manually open.

This will serve as the base for continued development of a player remote control for coop play. To use just summon it: scanner.scanner or add it to the loadout. You are welcome to use this in whatever way you want, just be sure to credit the U4E guys for the model. My stuff I don't care. I'll send you the source if you want it, just let me know.
I don't want to give the end away
but we're all going to die one day
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SkaarjSlayer
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Joined: Thu Aug 26, 2004 8:49 pm

Re: Scanner 'weapon' for coop server play

Post by SkaarjSlayer »

This actually sounds really neat. I can't help but think of a tricorder from Star Trek. And in my experience there's definitely been no end to difficulty with movers when playing online so this would actually be very handy.

Cool :)
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Gameite2260
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Re: Scanner 'weapon' for coop server play

Post by Gameite2260 »

Seems interesting. But what exactly constitutes a "mover"? Will pushable buttons be detected by it?
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Bleeder91[NL]
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Re: Scanner 'weapon' for coop server play

Post by Bleeder91[NL] »

Doors, buttons, elevators, windows, breaking walls/pillars, those things.
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Hellkeeper
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Re: Scanner 'weapon' for coop server play

Post by Hellkeeper »

Seems interesting. But what exactly constitutes a "mover"? Will pushable buttons be detected by it?
More or less anything that moves and isn't a creature.
You must construct additional pylons.
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Gameite2260
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Re: Scanner 'weapon' for coop server play

Post by Gameite2260 »

This worked in the original Unreal game ran through Unreal Tournament, but in the original game when playing RTNP, I got this error message:
[img]http://puu.sh/4qA1a.png[/img]
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gopostal
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Re: Scanner 'weapon' for coop server play

Post by gopostal »

This worked in the original Unreal game ran through Unreal Tournament, but in the original game when playing RTNP, I got this error message
My apologies to you for the problems. If you want to continue this project and improve the scanner, please feel free to do so. I'm likely never coming back, this has been a brutally tough year and I have a lot of road in front of me. I do hate to leave things half finished but I just don't have energy any more to carry on.
I don't want to give the end away
but we're all going to die one day

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