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Weapons rotate when playing through Oldskool

UT now belongs to the "old" Unreal as well. Supporting it for OpenGL and Sound its time to put up a board now.

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-Shadow-
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Joined: Wed May 27, 2009 12:25 am

Weapons rotate when playing through Oldskool

Post by -Shadow- »

When I start an Unreal map under UT Oldskool, I noticed that weapons seem to rotate although they are not supposed to. If I were to play that same map under Unreal, the weapons wouldn't rotate at all. I just think that the weapons look kinda stupid when they are rotating on a rack or shelf or something like that.
Is there a setting or mutator or whatever that can prevent the weapons from rotating?
Nanodesu!
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[]KAOS[]Casey
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Re: Weapons rotate when playing through Oldskool

Post by []KAOS[]Casey »

I'll say it upfront.

Oldskool is BS. The entire thing is a giant hack upon hacks upon hacks. Professionally, I have no idea how it works.

If you want Unreal, play Unreal, not oldskool.
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GreatEmerald
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Re: Weapons rotate when playing through Oldskool

Post by GreatEmerald »

But on topic, do you mean that they rotate only in cutscenes or elsewhere as well? Since if it's only in cutscenes, then it's normal and present in Unreal Gold as well.
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Jet v4.3.5
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Re: Weapons rotate when playing through Oldskool

Post by Jet v4.3.5 »

Okay, first, I understand that there is hate for OldSkool, and there is reason for it -it does have quite a lot of hacks and its structure isn't something modern coders would use due to logical thinking-, but that's not what shadow's asking about, so answer what he's asked if you know anything about it. Generally, what you want to do in OldSkool is add the olweaponname counterpart for your weapon wherever in your map that you want it and set it to brotating pickup to false. The reason this happens is that, in OldSkool (and yes, this is caused by its temperamental functionality), it replaces the original Unreal guns with OldSkool UT optimized counterparts when you use SinglePlayer2. If you add the olweaponname class right off the bat, they won't be replaced with the OldSkool counterparts because they already are the OldSkool counterparts, thus, they will be left alone along with their settings. That should also work for ambient glow stuff too, or any other properties you don't want reset to defaults that you've changed like rotation and scale and stuff like that.
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-Shadow-
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Re: Weapons rotate when playing through Oldskool

Post by -Shadow- »

oh, ok. I get it now. So that means I would have to replace all of the weapons in the original Unreal map with the weapons from Oldskool using the editor? That would be waaay too much work for me.   :o

@GreatEmerald: The weapons rotate elsewhere in the maps. Even weapons that are supposed to be laying on a table or against the wall will rotate.
Last edited by -Shadow- on Wed Jun 16, 2010 2:41 am, edited 1 time in total.
Nanodesu!
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[]KAOS[]Casey
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Re: Weapons rotate when playing through Oldskool

Post by []KAOS[]Casey »

Post in "Unreal" section about oldsckool, complain about bugs that are from Oldskool in Unreal Tournament.

Moved to UT general.
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-Shadow-
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Re: Weapons rotate when playing through Oldskool

Post by -Shadow- »

wow, I'm blind! I didn't even notice the UT General section until just now.
Nanodesu!
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GreatEmerald
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Re: Weapons rotate when playing through Oldskool

Post by GreatEmerald »

Oh, you meant pickups. You should have said that in the first place, I was thinking about 1st person meshes.
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.:..:
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Re: Weapons rotate when playing through Oldskool

Post by .:..: »

Problem is: OldSkool replaces Unreal weapons with Oldskool weapons, but does not copy the property whatever the weapon should rotate or not.

Solution: Learn programming and write your own replacing mutator or play on Unreal 1 only.
Last edited by .:..: on Wed Jun 16, 2010 11:34 am, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)

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