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Thread: SOLG Painter

  1. #1
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    MUTATOR SOLG Painter

    Version: 1
    Compatibility: UT2004

    Description: The SOLG Painter is a direct relative to the notorious Ion Painter. It pretty much works in the same way as the ion painter, yet it uses a different type of satellite. Instead of firing the usual bright ion beams, it now launches multiple projectiles. When the projectiles reach the targeted area, a bright sun-like explosion with a thunderous roar wreaks havoc in the surrounding area. Anything inside the targeted area will immediately become incinerated. .

    Comments: The Inspiration of this weapon came to me after playing the video game, 'Ace Combat 5'. I thought, "Hey! It would be cool to make a weapon that is based on that gave which then the idea came into my mind. Oh yeah. For anyone else who plays Ace Combat 5. The SOLG or Strategic Orbital Linear Gun can be seen in action in the level Aces.

    Credits: Though I did make the weapon for UT2004, most of the credit should go to Namco for the inspiration. I mean c'mon! They were the guys who created the original SOLG in Ace Combat 5.

    Screenshot:




    Only Bug: Sometimes the SOLG doesn't fire projectiles when it should.

    Download: HERE
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  2. #2
    Redeemer
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    awe i was hoping a big BEAM of DEATH go from point to point on its mission to kill something haha
    If you reach Zero beers on the wall, the next line of the song is 99 bottles of beer on the floor...

  3. #3
    Redeemer
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    This is cool! Any plans to fix the bug of the projectile?
    G for Grenade!
    http://gforgrenade.com

  4. #4
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    Unfortunitly I don't know where to start. Here is the actor that fires them.

    Code:
    //-----------------------------------------------------------
    //
    //-----------------------------------------------------------
    class SOLG extends IonCannon
        placeable;
    
    #exec OBJ LOAD FILE=OutdoorAmbience.uax
    #EXEC OBJ LOAD FILE=WeaponSounds.uax
    
    var() class<SOLGEffect> SOLGEffectClass;
    
    function PostBeginPlay()
    {
    	local SOLG S;
    
        Super.PostBeginPlay();
        if ( bDeleteMe )
    		return;
    
    	ForEach DynamicActors(Class'SOLG',S)
    	{
    		if ( S != self )
    			S.Destroy();
    	}
    }
    
    auto state Ready
    {
        function bool SOLGCheckMark(Pawn Aimer, Vector TestMark, bool bFire)
        {
            local Actor Other;
            local Vector HitLocation, HitNormal,Top;
    
            if (IsFiring())
                return false;
    
    		Top = TestMark;
    		Top.Z = Location.Z;
            Other = Trace(HitLocation, HitNormal, Top, TestMark, false);
    
            if ( Other != None )
                return false;
    
            if (bFire)
            {
                Instigator = Aimer;
                MarkLocation = TestMark;
                GotoState('FireSequence');
            }
    
            return true;
        }
    }
    
    function bool SOLGCheckMark(Pawn Aimer, Vector TestMark, bool bFire)
    {
        return false;
    }
    
    function RemoveFear()
    {
    	if ( Fear != None )
    		Fear.Destroy();
    }
    
    state FireSequence
    {
    	function RemoveFear();
    
    	function bool IsFiring()
    	{
    		return true;
    	}
    
        function BeginState()
        {
            BeamDirection = vect(0,0,-1);
            DamageLocation = MarkLocation - BeamDirection * 200.0;
        }
    
        function SpawnEffect()
        {
            local SOLGEffect SOLGBeamEffect;
            local Actor Other;
            local Vector HitLocation, HitNormal, Top, CP;
    
            Other = Trace(HitLocation, HitNormal, MarkLocation + vect(0,0,10000), MarkLocation, false);
    
    		Top = MarkLocation;
    		Top.Z = FMax(HitLocation.Z,Location.Z);
    
            SOLGBeamEffect = Spawn(SOLGEffectClass,,, Top);
            if (SOLGBeamEffect != None)
                SOLGBeamEffect.AimAt(MarkLocation, Vect(0,0,1));
    
            if ( Instigator != None )
    			CP = Normal(vect(0,0,1) Cross (Location - Instigator.Location));
    		else
    			CP = vect(1,0,0);
    
    		CP *= 0.5 * (Location.Z - MarkLocation.Z);
    
            Other = Trace(HitLocation, HitNormal, Top + CP, MarkLocation, false);
            if ( Other == None )
            {
    			SOLGBeamEffect = Spawn(SOLGEffectClass,,, Top + CP);
    			if (SOLGBeamEffect != None)
    				SOLGBeamEffect.AimAt(MarkLocation, Vect(0,0,1));
    		}
    
            Other = Trace(HitLocation, HitNormal, Top - CP, MarkLocation, false);
            if ( Other == None )
            {
    			SOLGBeamEffect = Spawn(SOLGEffectClass,,, Top - CP);
    			if (SOLGBeamEffect != None)
    				SOLGBeamEffect.AimAt(MarkLocation, Vect(0,0,1));
    		}
        }
    
        function ShakeView()
        {
            local Controller C;
            local PlayerController PC;
            local float Dist, Scale;
    
            for ( C=Level.ControllerList; C!=None; C=C.NextController )
            {
                PC = PlayerController(C);
                if ( PC != None && PC.ViewTarget != None && PC.ViewTarget.Base != None )
                {
                    Dist = VSize(DamageLocation - PC.ViewTarget.Location);
                    if ( Dist < DamageRadius * 2.0)
                    {
                        if (Dist < DamageRadius)
                            Scale = 1.0;
                        else
                            Scale = (DamageRadius*2.0 - Dist) / (DamageRadius);
                        C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime);
                    }
                }
            }
        }
    
    	function PlayGlobalSound(sound S)
    	{
    		local PlayerController P;
    
     		ForEach DynamicActors(class'PlayerController', P)
    			P.ClientPlaySound(S);
    	}
    
        function EndState()
        {
    		if ( (Instigator != None) && (SOLGPainter(Instigator.Weapon) != None) )
    			Instigator.Weapon.CheckOutOfAmmo();
    
    		if ( Fear != None )
    			Fear.Destroy();
    	}
    
    Begin:
        if ( Fear == None )
    		Fear = Spawn(class'AvoidMarker',,,MarkLocation);
        Fear.SetCollisionSize(DamageRadius,200);
    	if ( (Instigator != None) && (Instigator.PlayerReplicationInfo != None) && (Instigator.PlayerReplicationInfo.Team != None) )
    		Fear.TeamNum = Instigator.PlayerReplicationInfo.Team.TeamIndex;
        Fear.StartleBots();
        Sleep(0.5);
        SpawnEffect();
        PlayGlobalSound(FireSound);
        Sleep(0.5);
    
        ShakeView();
        HurtRadius(Damage, DamageRadius*0.125, DamageType, MomentumTransfer, DamageLocation);
        Sleep(0.5);
    	PlayGlobalSound(Sound'OutdoorAmbience.BThunder.BThunder5');
        HurtRadius(Damage, DamageRadius*0.300, DamageType, MomentumTransfer, DamageLocation);
        Sleep(0.2);
        HurtRadius(Damage, DamageRadius*0.475, DamageType, MomentumTransfer, DamageLocation);
        PlayGlobalSound(sound'OutdoorAmbience.lightning4');
        Sleep(0.2);
        HurtRadius(Damage, DamageRadius*0.650, DamageType, MomentumTransfer, DamageLocation);
        Sleep(0.2);
        HurtRadius(Damage, DamageRadius*0.825, DamageType, MomentumTransfer, DamageLocation);
        Sleep(0.2);
        HurtRadius(Damage, DamageRadius*1.000, DamageType, MomentumTransfer, DamageLocation);
        GotoState('Ready');
    }
    
    DefaultProperties
    {
        SOLGEffectClass=class'SOLGEffect'
        FireSound=Sound'WeaponSounds.TAGRifle.IonCannonBlast'
        ShakeRotMag=(Z=250.000000)
        ShakeRotRate=(Z=25000.000000)
        ShakeRotTime=60.000000
        ShakeOffsetMag=(Z=100.000000)
        ShakeOffsetRate=(Z=20000.000000)
        ShakeOffsetTime=60.000000
        Damage=1500
        DamageType=Class'SOLGPainter.DamTypeSOLG'
        MomentumTransfer=300000.000000
        DamageRadius=4000.000000
    }
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  5. #5
    Redeemer
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    When does this projectial problem happen most?

    like what do you have to do to make it do this?

    if it deals with the way you fire the weapon, then it could be a problem with it thinking the warm up time is already done from before or something
    If you reach Zero beers on the wall, the next line of the song is 99 bottles of beer on the floor...

  6. #6
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    I think it has something to do with the ion painter replacement mutator it comes with.
    ...And it doesn't seem like it is getting any downloads. Is the download link not working for you guys?
    Last edited by Ace08; 05-05-2007 at 11:59 PM.
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  7. #7
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    It worked fine for me.
    Very nice weapon. Much more fun than the ion painter.
    It's range could do with a boost, though.
    Code:
                                            ___{ }
                                             @@@U
                                             |||

  8. #8
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    Its range is already twice the ion painters. Don't you think any more would be too excessive?
    Last edited by Ace08; 09-03-2007 at 12:40 PM.
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  9. #9
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    Doesn't being able to take out a power core in one hit, make it a touch overpowered already? A good superweapon should be ridiculously powerful, if you ask me. D:
    Code:
                                            ___{ }
                                             @@@U
                                             |||

  10. #10
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    Awww, looking at the name I hoped it's something like the guided satelite beam suggested in 'ideas sharing' section :|

  11. #11
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    Yes...but even a superweapon in my opinion should have its own limits.
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  12. #12
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    Quote Originally Posted by Sarge-David View Post
    awe i was hoping a big BEAM of DEATH go from point to point on its mission to kill something haha
    Now if you want a gun that shoots beams on a mission to kill, check this gun out.
    http://utforums.epicgames.com/showthread.php?t=569117
    Unreal Tournament 3:
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    UT2004:
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    SOLG Painter

  13. #13
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    you know what would be cool? A TTC (Torlan Tower Cannon), you know how torlan tower looks all techy and stuff right? well maybe it contains a huge cannon! if any of you have played Sonic Adventure 2: Battle, then you obviously know about the Eclipse Cannon, well this could be a it's twin brother, just dosen't cause so much planetary destruction (I mean, seriously, a gigantic space-colony based weapon of mass destruction, powered by the infinitely powerful Chaos Emeralds?)
    Ready, Set, FAIL!

    Looking out for the XS Vehicles mod >.>

  14. #14
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    Quote Originally Posted by shadow21 View Post
    you know what would be cool? A TTC (Torlan Tower Cannon), you know how torlan tower looks all techy and stuff right? well maybe it contains a huge cannon! if any of you have played Sonic Adventure 2: Battle, then you obviously know about the Eclipse Cannon, well this could be a it's twin brother, just dosen't cause so much planetary destruction (I mean, seriously, a gigantic space-colony based weapon of mass destruction, powered by the infinitely powerful Chaos Emeralds?)

    ZOMG I really like that idea Only one problem it would be cheap though.
    Life is a crime when you know what your doing mr know what your doing.Tony hawks project 8

  15. #15
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    Quote Originally Posted by shadow21 View Post
    you know what would be cool? A TTC (Torlan Tower Cannon), you know how torlan tower looks all techy and stuff right? well maybe it contains a huge cannon! if any of you have played Sonic Adventure 2: Battle, then you obviously know about the Eclipse Cannon, well this could be a it's twin brother, just dosen't cause so much planetary destruction (I mean, seriously, a gigantic space-colony based weapon of mass destruction, powered by the infinitely powerful Chaos Emeralds?)
    Instead of a cannon from SOnic, how about a giant tesla coil.
    Unreal Tournament 3:
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    UT2004:
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    My Weapons:
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    SOLG Painter


 

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