View Full Version : Vehicle Detonators 1.1
legacy-YusakuGodai
06-27-2004, 04:20 PM
Name: MutVehicleDetonators
Version: 1.1
Compatibility: UT2K4 3236+
Description: Adds a detonator to any vehicles
Comments: Turn vehicles into moving bombs! Leave no more vehicles behind for the enemy! Destroy nodes with exploding Hellbenders (or whatever else you feel like using)!
Screenshot: N/A
Credits: Andrew 'YusakuGodai' Patterson
Homepage: http://www.baytor.com/ut/
Download: http://www.baytor.com/ut/download.php
[edited 28-Jun-2004]: minor point release
[edited 13-Jul-2004]: major point release
Nemephosis
06-27-2004, 04:41 PM
Questions:
1. Does this work with any vehicle, custom ones included?
2. Does it work outside of Onslaught?
jaybud4
06-27-2004, 05:18 PM
Please answer those questions.
EDIT2: This was just meant as a bump.
legacy-MasterBlaster73
06-27-2004, 05:21 PM
Originally posted by jaybud4
3. Do you feel compelled not to answer our questions?
4. Answer 1 and 2.
Rude!!
Nemephosis
06-27-2004, 06:38 PM
Originally posted by jaybud4
Please answer those questions.
Jesus Christ buddy, it hadn't even been an hour before you piped in with that. Give him some time, this isn't a chat room, it's a forum.
edit: actually I see what was quoted from you. Now I feel compelled to tell you to shut up and be a little more patient.
Nemephosis
06-27-2004, 11:03 PM
Okay so the idea of car bombs intrigued me to the point I had to try it myself:
1. Custom vehicles DO blow up
2. It does NOT work in any vehicle gametype except ONS.
Suggestions:
1. Make it work in any game type (naturally)
2. When you're driving a vehicle and you get out, the game "remembers" that its yours. This is how you can throw vehicles at people and stuill get the kill, by driving, aiming at them then getting out and watching the vehicle continue on and run people over. The game "remembers" this, so how about making the Dead Man's Switch remember too? ie. you're in the vehicle, arm the switch, and then you can get out without it blowing up, and the switch stays armed until you let the activation key go.
These would be some great fun :D
thanks.
jaybud4
06-27-2004, 11:53 PM
Oh, sorry, didn't notice when it was posted.
legacy-MrWotsit
06-28-2004, 08:35 AM
Why not just cover a manta/scorpion with grenades and drive it in instead... :S
jaybud4
06-28-2004, 09:06 AM
This is a cool mod, except I would like to see these two things:
1. Make it work in any game type (naturally)
2. When you're driving a vehicle and you get out, the game "remembers" that its yours. This is how you can throw vehicles at people and stuill get the kill, by driving, aiming at them then getting out and watching the vehicle continue on and run people over. The game "remembers" this, so how about making the Dead Man's Switch remember too? ie. you're in the vehicle, arm the switch, and then you can get out without it blowing up, and the switch stays armed until you let the activation key go. Anyway, my first post in this thread, before edit, was a misreading of the time the post before me was posted. After edit, it was just a bump, because, as most of you know, a lot can happen in 50 minutes on these forums:) Now, can we get back on the topic of the thread?
legacy-YusakuGodai
06-28-2004, 10:06 AM
Holy crap, sorry guys, I was away all weekend :P
Let me try and answer the questions (which I think someone else has answered).
1. It should work with *any* vehicle, so long as it's derived from Vehicle. That said, there are limitations if it cannot be cast to ONSVehicle. Only the latter class contains the ExplosionRadius & ExplosionDamage properties, so I can obviously multiply the damage accordingly; in such cases (when the vehicle is NOT derived from ONSVehicle) those configuration options simply have no effect.
2. It currently only works in Onslaught games -- this is ONLY because of the above limitation; there's only one line of code that prevents this and I debated taking it out but eventually opted to leave it in because I hadn't tested the mutator in any other gameplay type. But, again, it'd be EASY to remove that line and let the mutator work for any kind of game.
If that's the prevailing opinion, and someone wants to test that for me, I'd be happy to ship them a private copy of the mutator enabled for any gametype -- if they make sure it works for me (I have nothing but Onslaught to try it with), then I'll post a 1.01 version that removes that limitation quite happily :)
Believe me, I was aware of this -- I wanted this to work for VCTF too, but I was unsure of what classes VCTF used. I was planning to re-visit this limitation in a 1.1 or later release once I had time :)
And if you aren't getting credit for exploding vehicles, you should be. When I call Explode() on the vehicle during detonation, it passes the person who armed the bomb, which I *think* is supposed to give them credit. I'll admit though, that I saw inconsistent results on creditting though. In the end I decided that it wasn't important enough to hold up release, but I'd like to make that 100% if I can.
If anyone has an idea of why it's not working, they can feel free to point me at the problem area and I'll try and work it out :)
Nemephosis
06-28-2004, 07:50 PM
SEND IT TO ME! I'll test it. Night_mare@fastmail.ca
edit: What about the Deadman's switch? Can you make it so that it's still armed when you get out of a vehicle as long as you hold the button? Cause right now it blows up if you get out.
jaybud4
06-28-2004, 09:24 PM
I am a good tester... I took out a MAJOR bug from switch arsenal that could pontentially have destroyed one of it's functions...
jaybud4(a)hotmail.com
---------@
/\/\/\/\/\/\/\What he said about the dead man's switch
legacy-YusakuGodai
06-28-2004, 09:47 PM
Thanks for the offers, but I got a chance to try it out in VCTF and it seems to work just fine so I just posted a 1.01 that takes out the Onslaught-only restriction. That said, if you find me a bug I will fix it, so send it along!
If you find an example where it DOESN'T work, let me know and I'll see if I can tweak it so it does.
jaybud4
06-28-2004, 09:50 PM
Originally posted by YusakuGodai
Thanks for the offers, but I got a chance to try it out in VCTF and it seems to work just fine so I just posted a 1.01 that takes out the Onslaught-only restriction. That said, if you find me a bug I will fix it, so send it along!
If you find an example where it DOESN'T work, let me know and I'll see if I can tweak it so it does. Good.
But, would you...
What about the Deadman's switch? Can you make it so that it's still armed when you get out of a vehicle as long as you hold the button? Cause right now it blows up if you get out.
legacy-YusakuGodai
06-29-2004, 09:11 AM
Originally posted by jaybud4
What about the Deadman's switch? Can you make it so that it's still armed when you get out of a vehicle as long as you hold the button? Cause right now it blows up if you get out.
By definition, a Dead Man's Switch is a suicide switch. I specifically coded it so getting out of the vehicle in any way will detonate it once the DM'S is armed (this includes being killed in such vehicles that allow drivers to take damage, or falling out because you roll the vehicle). This is because a DM'S is typically just like the key press that activates it: you press down and once you let go...well, that's it.
That said, the idea of a remote detonator crossed my mind earlier in development but I put it off as a later feature. I've been thinking about it this morning and I don't think it'd be that hard to implement. So while I won't change the DM'S, I'll see if I can't put in remote detonators (of an even slightly more robust nature that what you're asking for) for a 1.1 release. Might be this week, might be next. I've a nice long weekend coming up (well, I suppose Americans do too!) so we'll see if I can get it done (busy though).
Nemephosis
06-29-2004, 03:02 PM
sounds like a good idea to me. :D
Keep us updated!
CVROY
06-29-2004, 06:00 PM
If I put this on a dedicated server and activate the mutator, will clients joining the server be able to bind keys to it even though they may have DL'd it through the redirect?
legacy-thesonofdarwin
06-29-2004, 10:03 PM
I don't think it'd show up under their settings if they didn't install it, but they should be able to go through the console and bind it to a key if they get it from your server (or atleast I'd think so).
legacy-YusakuGodai
06-30-2004, 09:17 AM
I'm not sure about the dedicated server -- never tried that with regard to downloading the mutator -- but it should be no different than any other mutator that has key bindings. I would think this is the kind of thing that Epic & DE would be aware of in re: downloading mutators or what-have-you. Personally, I'd say that if it DOESN'T let a client who's downloaded the mutator immediately set their key bindings, that it's a UT bug.
I'd love to find out if this is the case, but every computer near me has it already :) If someone tries this (ie. hosts a game --dedicated or not -- and tries connecting with a 'virgin' client that has to download the mutator), could they post here and let me know what happens? If it doesn't work, I'll see if I can't post it as a bug to Epic, or see if I can find someone who knows a workaround on the UnrealScript forums (I suspect there's no US solution though if it IS a problem).
CVROY
06-30-2004, 04:08 PM
I'll test it on my LAN this weekend and post my findings:)
Don't know why I didn't think of that in the first place...DOH!
legacy-Cloud_Shark
07-06-2004, 01:59 PM
Downloaded. Will try tonight!:)
legacy-mad minigunist
07-12-2004, 02:49 AM
alright kamikazi time!!!!http://smilies.jeeptalk.org/contrib/edoom/split_spawn.gif
awsome idea!!!!
downloading..........:up:
legacy-MeTaL-MiLiTiA
07-12-2004, 04:32 AM
About the dedicated server:
You download the mod when you enter the server. UT2004 puts the mod in its cash memory.
It will stay there for 2 weeks (not 100% sure) and then it will be removed.
When the mod is in your memory you CAN enter servers without having to download it again (and it stay's in the cash memory for 2 more weeks),
though you CAN NOT activate the mod in Single player (instant action) or while doing your own server.
Off course there is a program that can extract UT's cash memory to where you normally put your mods etc.
The name of this program is: UTCacheExtractor v1.4.0 (guess there are more but this one works just fine)
It can extract mods, maps, textures, etc.
That's the way I believe it is...
legacy-YusakuGodai
07-13-2004, 10:46 PM
Okay guys, 1.1 has finally been released! Follow the links at the top to find it. Highlights are:
new detonator type: remote detonators
new detonator type: booby traps
coloured warning flashes
coloured explosions
better kill credit
Plus some other features and a couple of bug fixes. Hope you enjoy it!
legacy-mad minigunist
07-19-2004, 06:16 PM
really fun also very handy like one i transport bots all i got to do is start the timer and they jump out.good job:D :up:
legacy-YusakuGodai
07-20-2004, 11:03 AM
Heh. Yeah, that's a nice side-effect I've used as well :) If I get beaten to a Leviathan or a Hellbender, now I just get in and toggle the timed detonator to force out the bot driver. Then I get out quick and hop back in -- voila! I'm back in the driver's seat :D
Never though of using it to drop troops though, that's a new one! Clever! It seems a detonator is a great way to motivate your troops to jump *L*
unrealloco
04-04-2011, 12:33 AM
heres a mirror for this
http://unrealtournament2004.filefront.com/file/Vehicle_Detonators_Zip;28197
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