PDA

View Full Version : [Weapon] Velocity Trap Gun (Beta)



legacy-Melaneus
01-13-2003, 12:32 AM
This weapon is intended for team play. When its beam hits another player, it slows their movement speed to a crawl, making them a sitting duck for your team mate.

This gun has two drawbacks to balance play: It does not limit the victim's ability to turn, so they can get revenge on you. Second, it does no actual damage. This means you must coordinate the use of this weapon with another person using a conventional weapon.

legacy-Gusher
01-13-2003, 12:53 AM
Nice idea, at 800kb not bad at all....

legacy-Melaneus
01-13-2003, 12:57 AM
What's really sad is most of that 800k is the texture!

legacy-Gusher
01-13-2003, 01:04 AM
If would make a separate pack for the textures as UTX and compress them as DDS it would save you alot of kilobytes..........just reference your code to call the texture from the UTX.....

legacy-ImJacksAmygdala
01-13-2003, 01:50 AM
This weapon should have been in the game out of the box. It's too bad Epic or DE never thought about it. It is way more functional and practiacal for team games like BR, CTF, and DDom than the Link gun nobody evry links with...

Especially with the way Speed affects CTF and BR, this gun would be the balancing key!

Can't wait to try it out.

Plumb_Drumb
01-13-2003, 02:33 AM
Is it a replacement weapon or is it added to the arsenal?

legacy-Melaneus
01-13-2003, 03:12 AM
It has its own mutator to replace one regular weapon, and it is compatible with the SwitchArsenal mutator.

legacy-Melaneus
01-13-2003, 06:25 AM
Originally posted by Gusher
If would make a separate pack for the textures as UTX and compress them as DDS it would save you alot of kilobytes..........just reference your code to call the texture from the UTX.....

Well, it is DXT5 compressed... 1024x1024 skin is 1.3 megabytes.

I going to see what it looks like in DXT1, because it's half the size then.

I want to add some extras (ammo options, mostly) before I release another version. That one will use a DXT1 instead of DXT5 texture.

Oh yeah, don't forget to provide some feedback. Tell me what you think would make this weapon mod better.

legacy-DuSt0fF
01-13-2003, 07:29 AM
great idea! Teamwork weapons are always very interesting

legacy-Dks
01-13-2003, 10:28 AM
yop, cool that you put it on ut2, cause guys, its already an weapon on Tribes 2, "the electron flux gun elf", that suck energy to ennemis, so they cant run, cause they jetpack, gets is power down, good weapon on ctf for teamplay, maybe can it be suited on ut2. good work for your job !

Plumb_Drumb
01-13-2003, 01:31 PM
I suggest making sure bots know how to use the weapon.

legacy-Gusher
01-13-2003, 01:50 PM
I would really like to test it on my server BUT I prefer small sized mutators because the dowload don't scare people away.

legacy-0Xcel
01-13-2003, 02:24 PM
Pretty cool, makes the Speed Combo obsolete lol. GJ

legacy-Melaneus
01-13-2003, 09:59 PM
Originally posted by Plumb_Drumb
I suggest making sure bots know how to use the weapon.

Oh yeah, one of those things I still have to work on, the bots... they're pretty stupid with it.

legacy-Melaneus
01-13-2003, 10:06 PM
Originally posted by Gusher
I would really like to test it on my server BUT I prefer small sized mutators because the dowload don't scare people away.

If anyone knows someone who would could alter the link gun so one piece of it uses a different texture, then I could make the file a whole lot smaller...

Plumb_Drumb
01-13-2003, 11:09 PM
Have you thought about using a custom model for the weapon?
Would make it really complete.

legacy-Melaneus
01-13-2003, 11:22 PM
Originally posted by Plumb_Drumb
Have you thought about using a custom model for the weapon?
Would make it really complete.

I do maps, I do scripting, I do music, but I can't do modeling. :(

I never had any luck with any modeling program.

legacy-§uper-]V[oose
01-14-2003, 06:28 AM
Originally posted by Melaneus
I do maps, I do scripting, I do music, but I can't do modeling. :(

I never had any luck with any modeling program.
Gusher might help you out with that.

legacy-Gusher
01-14-2003, 11:22 AM
I certainly can help with that.........how do you envision your weapon too look like? I tell you what....go down to my forum at http://dynamic3.gamespy.com/~prefablab/YaBB/YaBB.cgi and go to the help wanted section and post your weapon request.......include some sketches or drawings of your weapon.....best to include 1 side, 1 front, 1 top, 1 bottom reference sketches......

legacy-Farting Bob
01-14-2003, 11:32 AM
I've just seen this post. Haven't used it, since I can't now (at work). Would be cool maybe if you could swing when you got someone attached to it and throw them away as well?

I just had an idea for a gun myself, don't know if it's a known gun .... a beam-gun .... works just beams the person you hit to a certain place on the map. Would be a team-game gun as well.

Marco

legacy-Gusher
01-15-2003, 02:47 PM
Just to let you all know that
Melaneus sent his request for the weapon of this really nice mutator. and is currently being made.

legacy-0Xcel
01-15-2003, 02:56 PM
Maybe make the gun into a grappling hook thing, and the hook is the capture beam thing? it would have to be a real fast hook though since this is like fast too. I dunno just trying to help.

legacy-jsheinz
01-15-2003, 03:56 PM
Gusher....Love the prefabs. Those are cool. How would one get those into a map? In other words how are they turned into a static mesh?

legacy-Gusher
01-15-2003, 04:34 PM
Originally posted by jsheinz
Gusher....Love the prefabs. Those are cool. How would one get those into a map? In other words how are they turned into a static mesh?


It depends on what 3d application you use and maybe what format of that prefab your downloading.......

For example, if it's in MS3D format then you use MS3D to export it as lighwave then import it to Ued3.........

legacy-jsheinz
01-15-2003, 05:15 PM
Lookin' through the Tuts on your site.

Any other tut links?

legacy-Gusher
01-24-2003, 08:51 PM
Update on V-Trap weapons.........

Low-Poly
http://www.planetunreal.com/prefablab/images/vtrapskin2.jpg

High Poly
http://dynamic3.gamespy.com/~prefablab/attachments/Vtrapnero.jpg

legacy-Melaneus
05-19-2003, 08:07 AM
After a long leave from UT coding, I have started to work on my old stuff again. Here's what I have for the V-Trap v.11:

-Primary fire slows target's momentum to a crawl. Turning rate is not affected, however.
-Secondary fire pushes the target. It's like getting shot with a really powerful shock rifle, but no damage happens.
-I am considering having this be a recharging ammunition weapon, or if primary is unlimited, or something...
-I am also considering whether the secondary should be a charge shot or not.

Finally, the biggest hurdle I have is AI. I don't have nearly a clue to how to get it to work.

Any suggestions or other help would be welcomed. :)

CVROY
05-19-2003, 10:14 AM
Let me know when this mutator is has it's own model. I'd like to put it on the server and I think this woud really encourage team play on my CTF server:) Keep up the nice coding! -CVROY

Ut2003 Wicked Game Server
http://ut2k3wgs.cjb.net

legacy-Toonces T. Cat
05-19-2003, 11:10 AM
Originally posted by Melaneus
-Secondary fire pushes the target. It's like getting shot with a really powerful shock rifle, but no damage happens.

Any suggestions or other help would be welcomed. :)

Would it be possible to have the secondary affect team members without turning on friendly fire? If yes, this could be the replacement for "Boosting" flag carriers...which I have still not forgiven Epic for removing from the game...:mad:

-Toonces

legacy-Toonces T. Cat
05-19-2003, 11:12 AM
Originally posted by Gusher
Update on V-Trap weapons.........

Low-Poly
http://www.planetunreal.com/prefablab/images/vtrapskin2.jpg

Gusher,

I love the look of the Low Poly model...The wire frame stock is outstanding!

-Toonces

legacy-Gusher
05-19-2003, 03:51 PM
Here's the final one....

http://dynamic3.gamespy.com/~prefablab/attachments/vtrapupdate4.jpg

legacy-Melaneus
05-19-2003, 10:21 PM
Originally posted by Toonces T. Cat
Would it be possible to have the secondary affect team members without turning on friendly fire? If yes, this could be the replacement for "Boosting" flag carriers...which I have still not forgiven Epic for removing from the game...:mad:

-Toonces

This weapon knows no teams (I'm pretty sure). Because it causes no damage, you can shoot your buddies all you want. Not that they will tolerate it for very long.

legacy-MosquitoForeveR
05-20-2003, 09:52 PM
I think secondary should make you able to lift enemy's of the ground and bash them against a wall or something. that would be as funny as hell.

CVROY
05-23-2003, 08:55 AM
Release the damn thing already:)!!!

Ut2003 Wicked Game Server
http://ut2k3wgs.cjb.net

legacy-Melaneus
05-24-2003, 06:56 AM
Originally posted by cvroy
Release the damn thing already:)!!!

Ut2003 Wicked Game Server
http://ut2k3wgs.cjb.net

Two weeks
When it's done
Whatever comes later

Well, I realized that the 'push' weapons do to people is embedded in the pawn's takedamage code. I offloaded the code to the weapon and now the secondary fire can boost teammates.

Oh, and about the model... I need some help from Gusher and maybe someone else, because Milkshape doesn't do weapons.
BTW Gusher, I'm not sure about the VTRAP name on the gun. I dunno. But the logo... it's not right. CSD's logo has a certain shape. I would suggest just removing it. Not to offend or anything, mind you. The rest of the gun is sweet.

I removed the beam when it is not hitting anything. I have a scan reticle thing instead. Looks like this:
http://users.adelphia.net/~csdgames/images/VTScan.jpg

legacy-Shakuurn
05-27-2003, 05:42 PM
Originally posted by Melaneus
After a long leave from UT coding, I have started to work on my old stuff again. Here's what I have for the V-Trap v.11:

-Primary fire slows target's momentum to a crawl. Turning rate is not affected, however.
-Secondary fire pushes the target. It's like getting shot with a really powerful shock rifle, but no damage happens.
-I am considering having this be a recharging ammunition weapon, or if primary is unlimited, or something...
-I am also considering whether the secondary should be a charge shot or not.

Finally, the biggest hurdle I have is AI. I don't have nearly a clue to how to get it to work.

Any suggestions or other help would be welcomed. :)

I don't want to be selfish or anything, but I already sorta made a pushing/pulling weapon (Still needs some tweaking and modelling). :bulb: I think alt-fire should be a charging-up thing of some sort.

legacy-Drag00n
06-01-2003, 11:09 PM
is it done yet is it done yet? (didn't even know about this untill today >_<) :)

legacy-DeathGoblinX
06-02-2003, 12:17 AM
looks good

legacy-hydro
06-06-2003, 12:36 PM
where can i download this?

legacy-Lord_Shatorb
06-06-2003, 12:56 PM
Tight! So hows the implementing of the model going?

legacy-Melaneus
06-24-2003, 06:00 AM
I have a test version for people to try out.

-Primary fire is a beam that latches on to people and slows their speed to a crawl.
-Secondary pushes people around.
-Currently it is set at infinite ammo.
-This version has no new model. I have no clue to the state of the model Gusher has been working on, and unfortunately I have problems making weapon models myself. The V-Trap looks like a blue-green tinted linkgun right now.
-Bots currently only use the push function, unless their target is a flag carrier. Hmm, I bet they can't tell if it's a ball carrier, though. Bleh.

The Velocity Trap v11 (Beta) (http://users.adelphia.net/~csdgames/SwitchArsenal/VelocityTrapv11.zip)

Oh yeah, before I forget: I'm so lazy I didn't make a replacement mutator. You have to use something like SwitchArsenal (Which you already have, right? Right?). Download SwichArsenal from the link below if you for some reason don't have it.