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DaWrecka
11-25-2007, 06:10 PM
Are you fed up of the inexplicably high arc of the flak cannon altfire? Do you think the rocket launcher's firing methods are needlessly clumsy? Then here is the mod for you!

Classic Weapons is a mutator meant to bring some of the flair of the original Unreal Tournament weapons to the newest entry in the franchise.
Classic Weapons replaces three weapons with Classic counterparts; the Enforcer, the Flak Cannon, and the Rocket Launcher.
The Classic Enforcer's primary fire is unchanged, but the secondary fire uses the "gangsta" sideways firing mode; this method of attack trades off accuracy for a faster fire rate.
The Classic Flak Cannon's primary fire, like the Classic Enforcer's, is unchanged. The alternate fire grenade, however, will be ejected from the barrel at a straight linear velocity, instead of being fired in an arc artificially heightened above that induced by aim. In other words the altfire will now go where you aim it, rather than going higher.
The Classic Rocket Launcher is the most drastically-altered weapon in the pack. Primary fire will launch rockets, while alternate fire will fire grenades. Tapping either fire button will fire one rocket or grenade. Holding the button down will load up to three rounds, which will be fired either when the trigger is released, or 0.96 seconds after the final round is loaded, whichever is first.
Rounds will be fired in a linear spread by default. By pressing the other fire button, the mode can be toggled to spiral mode. Pressing the alternate fire button while loading primary fire will cause the rockets to be launched in a spiral, and pressing the primary fire button while loading alternate fire will cause the same to happen to the fired grenades.
Pressing this fire button again before the rounds are fired will cause the mode to toggle back to the spread pattern.

Installation instructions are included in the readme.

Compatibility: Classic Weapons has been tested in standalone play only, with patch 101beta installed; However, it is not expected that other situations will cause faults, provided the usual requisite action is taken. (such as ensuring the package is named in ServerPackages if used online, for starters) I do not have the means to test this in netplay; Feedback would be appreciated.

DOWNLOAD FROM http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ClassicWeapons.zip (17KB)
Screenshots
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00000.jpg
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/TN_ScreenShot00000.jpg (http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00000.jpg)
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00001.jpg
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/TN_ScreenShot00001.jpg (http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00001.jpg)
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00002.jpg
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/TN_ScreenShot00002.jpg (http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00002.jpg)
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00003.jpg
http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/TN_ScreenShot00003.jpg (http://www.dawrecka.pwp.blueyonder.co.uk/Unreal/UT3/ScreenShot00003.jpg)
(These were supposed to show up with thumbnails, but apparently phpBB doesn't support nested tags)

Changes in beta 2
-----------------
Enforcer accuracy increased. (Note that accuracy still drops off rapidly with sustained fire) Flak shell speed increased from 1200 to 1400
Two new Rocket Launcher types added; Classic Eightball and Millennium Eightball.
Configuration options have been added, configurable from UTClassicWeapons.ini
These options are:

bUseClassicEnforcer
bUseClassicFlakCannon
Self-explanatory; If true, then the game will use Classic Enforcers and Flak Cannons (respectively) instead of the standard UT3 equivalents. Both settings default to true.
ClassicRLType
A little stickier, this parameter has four possible values
ERL_Keep
Similar to false for the above; This setting causes UT3 to use the stock Rocket Launcher, rather than replacing it.
ERL_ClassicRL (default)
This setting causes UT3 to use the Classic Rocket Launcher in place of the UT3 Rocket Launcher. The Classic Rocket Launcher is designed to emulate the UT2003/2004 Rocket Launcher to an extent, in that this weapon will load up to three rockets or grenades; However, the classic mode selection is present, in that primary fire loads rockets and secondary fire loads grenades, rather than using primary fire for single rockets and alternate fire to load up multiple rockets.
ERL_ClassicEightball
UT3 will use the Classic Eightball instead of the stock rocket launcher. The Classic Eightball does not use the "flocking" effect of the Classic RL or the UT3 RL, causing rockets to be fired in a circular pattern with no movement towards each other. The Classic Eightball also loads up to 6 rockets or grenades at a time.
ERL_MillenniumEightball
A nod to U4E's Millennium Eightball, this is identical to the Classic Eightball in most ways, but the Millennium Eightball can hold its load indefinitely.
Note that in the absence of alternate models, (the older meshes would look out of place) the Classic RL, Eightball, and Millennium Eightball all look and sound like the UT3 RL, even though they do not behave like it.

Changes in beta 2.1
-------------------
Added the Classic Dual Enforcers. By setting bUseClassicDualEnforcers to TRUE in the INI, players will spawn with dual classic Enforcers.
Note that bUseClassicDualEnforcers overrides bUseClassicEnforcer. If bUseClassicDualEnforcers is TRUE, players will spawn with dual Enforcers even if bUseClassicEnforcer is false.

VACkillers
11-26-2007, 01:19 AM
if you could show some pics it'd be nice

Phyloni
11-26-2007, 03:40 AM
if you could show some pics it'd be nice

How can you post pictures of something that's not visible, at all?
If you've read the post then you see its only about firingmodes, the rocketlauncher for example.
Anyway, its just how the weapons were in the old UT.

Nice work anyway! Will test this later when i come home.

DaWrecka
11-26-2007, 03:55 AM
How can you post pictures of something that's not visible, at all?
If you've read the post then you see its only about firingmodes, the rocketlauncher for example.
Just as the gentleman says, it's not something which CAN be screenshotted. Unless you want me to take a screenshot of the "Classic Rocket Launcher" that shows when you switch to the thing, or the same for the other two weapons, which is about the visible difference.

I suppose I could've taken a screenshot of firing the dual Enforcers in altfire mode, but that's about it.
EDIT: Added screenshots of dual altfiring Enforcers to the original post.

*Snoopy*
11-26-2007, 04:01 AM
good job! i was looking forward for this. But some tips:
i think flak's primary can be fired with more angle.
biorifle's trajectory need changing like flak too i think.
PLEASE 6 ROCKETS AT ONCE!!! i know will be problems with animation, but anyway, 6 please!!!
and why did you forget about sniper? big firerate please ;D And maybe turn off this trace, idk.

and im looking forward for classic sounds in final version! :D

Pivot_xyz
11-27-2007, 01:03 PM
this mutator brings joy tears to my eyes..... Thank you very much :D

NiteX
11-27-2007, 01:14 PM
I would like to help you out with the sounds, but sadly I have no clue how to get the UT99 sounds from the .uax. I also don't know exactly how to make those into a package (.upk) PM me if you're interesting in my ideas for sounds though I would be glad to help.

*Snoopy*
11-27-2007, 03:23 PM
to save sounds in UT99, just open them in Editor, and make "extract to" i think :D
will be saved in wav/

DaWrecka
11-28-2007, 08:27 PM
Uploaded a new beta; Added the info to the first post.

ne_skaju
11-29-2007, 03:05 AM
Please add to notice that:

http://utforums.epicgames.com/showthread.php?t=588439

(idea about classic stinger)

BuffyTheSlayer
11-29-2007, 04:46 AM
here is original looks like :D
http://img529.imageshack.us/img529/2134/ut99elz4.th.jpg (http://img529.imageshack.us/my.php?image=ut99elz4.jpg)

DaWrecka
11-29-2007, 07:50 AM
Now imagine those same meshes in UT3. Doesn't look too hot, does it? That's why I made no attempt to bring the meshes across.

DaWrecka
11-29-2007, 08:14 AM
I've just noticed I uploaded a version of Classic Weapons where the INI had no name or description for the mutator. (In my defence, I WAS falling asleep at the time) This has been corrected.

Stoned Rhyno
11-29-2007, 03:06 PM
Please add Classic Dual Enforcers !!! (at respawn)

http://img529.imageshack.us/img529/2134/ut99elz4.th.jpg (http://img529.imageshack.us/my.php?image=ut99elz4.jpg)

Can the entries of the Custom Weapons be removed from the Weapon Replacement Mutator, without removing them from the available choices? (I mean: You usually switch a Stock Weapon with a Classic Weapon, it makes no sense to switch a Classic Weapon with a Stock Weapon)

DaWrecka
11-29-2007, 03:33 PM
Please add Classic Dual Enforcers !!! (at respawn)

Excellent idea. One I hadn't thought of. T'will be implemented next version.

Can the entries of the Custom Weapons be removed from the Weapon Replacement Mutator, without removing them from the available choices? (I mean: You usually switch a Stock Weapon with a Classic Weapon, it makes no sense to switch a Classic Weapon with a Stock Weapon)
I'm...Not quite sure what you're getting at here. More info, please.

DaWrecka
11-29-2007, 05:16 PM
Stoned Rhyno should now be a bit happier; Classic Weapons beta 2.1 now has an option for players to spawn with dual Classic Enforcers. Download from the same address as before.

Stoned Rhyno
11-29-2007, 06:37 PM
Yeeeehaawww.

thx, IŽll try it out now.

What I meant about the Weapon Replacement Mutator:
Configure it, you will see a choice of weapons, each one with a drop down menu. It is meant to switch each weapon with the selected weapon. But the weapons you can switch FROM are not only stock weapons, but also custom weapons. It makes only sense to switch TO custom weapons.
Maybe it is a ini setting for the mutator, or maybe it is up to epic to fix it. I just wanted to mention that problem.

Stoned Rhyno
11-29-2007, 06:42 PM
Another suggestion:

If you are fit in weapon modelling or at least know how to import UE2 weapon models:

- SpiderMine Launcher: UT2004Style (I know it is imba, but that is, what makes it fun in botmatches)

- FlameThrower: Unreal2Style (Primary: Standard Flamethrower, Secondary: lays an inflameable liquid carpet)

FalconNL2007
12-03-2007, 02:49 PM
Excellent work. For the first time since UT99 I finally have my traditional enforcers again. I can think of only two things to add to this mutator: adding a configuration screen so the options can be changed from the game instead of only from the ini file and a rocket launcher version that's identical to the regular one, apart from the fact that queued rockets can be stored indefinitely.

Thanks again for making this and good luck.

DaWrecka
12-03-2007, 09:29 PM
Excellent work. For the first time since UT99 I finally have my traditional enforcers again. I can think of only two things to add to this mutator: adding a configuration screen so the options can be changed from the game instead of only from the ini file
Definitely on the cards, but thanks to Epic futzing with the UI and implementing that godawful UIScene system that uses some nebulous and entirely enigmatic interaction with the actual configuration (and God help you if you want to find out how) and then proceeding to tell us NOTHING about the system, (some frigging documentation would be nice; Are we listening, Epic?) it's not likely to happen any time soon.


and a rocket launcher version that's identical to the regular one, apart from the fact that queued rockets can be stored indefinitely.
If by "identical to the regular one" you mean the "primary fire single rocket, secondary fire load rockets, press primary while loading to cycle ammo used", not happening. I DETEST that system. Clumsiest f***ing thing I've ever had the displeasure of using.

(If you just mean something like my current Classic Rocket Launcher - primary rockets, secondary grenades - but that doesn't auto-fire, please disregard the preceding rant.)

FalconNL2007
12-04-2007, 01:46 AM
Yeah, I meant the one you detest. Obviously we have different tastes when it comes to the rocket launcher. Personally I have no use for the grenades so all I need is primary fire - fire a single rocket, secondary fire - queue up rockets. Press primary fire to switch between line and circle, with circle being the default. Rockets aren't fired until secondary fire is released.
No problem though, I'll just have to sit down and reacquaint myself with the process of making a mutator (the previous one was for UT99).

DaWrecka
12-04-2007, 09:12 PM
Allow me to grant you the benefit of my experience then; All you need to get such a rocket launcher is to create a subclass of UTWeap_RocketLauncher and, in the defaultproperties block, set GracePeriod to 0. How you create this subclass I'll leave as an exercise for the reader. You may also want to set ItemName and PickupMessage in your class, so that your new weapon class has a unique name when it's selected and when it's picked up.

Alternatively, you could make a mutator that simply alters the GracePeriod on all UTWeap_RocketLauncher actors when they spawn. Replication would make this more tricky though - GracePeriod isn't normally replicated to the client, so the changes would need to be sent to the client separately.

However, this mutator is Classic Weapons, not Tweaked Weapons, and such a rocket launcher wouldn't be classic in any conventional sense, so it won't be happening here.

MadCat221
12-29-2007, 12:31 PM
I got a bug report: When I pick up ammo for the affected weapons before I pick up the weapon itself, I don't get the ammo. It happens on both the rocket launcher and the flak gun.

Janes_Addiction-
02-17-2008, 05:42 AM
Wow nice.. this is exactly what I wanted!!!.. I just hope a lot of server will pick this mutator up.

haslo
02-17-2008, 05:45 AM
Wow nice.. this is exactly what I wanted!!!.. I just hope a lot of server will pick this mutator up.

I hope not, it'd screw my flak aim :P

After some getting used to, it's really comfortable and I actually hit quite often. It's not wrong, just different.

AnubanUT2
02-17-2008, 05:55 AM
I hope not, it'd screw my flak aim :P

After some getting used to, it's really comfortable and I actually hit quite often. It's not wrong, just different.


I'm going to have to agree with this ... I have gotten used to the way this weapon works in UT3 and I actually like it. And I still play UT2K4 enough so that I just treat it like a different weapon and it doesn't affect either game .. but that is just me. I am sure a lot of folks who have made the switch to UT3 completely would like to see the old way the Alt-fire worked which is fine. This is cool work man ... a good mutator, once you iron the bugs out this will be a really cool mutator to use.