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  1. #81
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Big Grin Progress

    Progress:
    » Fixed driver's position.
    » Changed turn speed.
    » Changed explosion sound.
    » Changed eject ready sound.
    » Decresed jump force from 67.5 to 65.0.
    » Added self-destruct sound.
    » Added jump sound.
    » Changed impact sound.
    » Fixed a bug with the Touch event after ejection.
    » Fixed new playing sounds from stopping others from playing.
    » Fixed strafing animations from persisting in mid-air if they we're being played when the Viper started falling (from a cliff, etc).
    » Increased entry radius.
    » Added speed change animations.


    To Do List:
    Animations:
    » Tweak some play rates and tween times.

    Movement:
    » Add the ability to glide.

    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile mechanics and looks.

    Looks:
    » Change ground effects.

  2. #82
    Boomshot

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    Default

    Quote Originally Posted by UnShame View Post
    btw the name of the file is UT3ViperB1.zip
    kind of false advertising
    Yes, because before it went to Alpha state it was Beta 1.0.

    What changed was that I realised that it wasn't ready for online play.

  3. #83
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Big Grin Progress

    Progress:
    » Fixed missing transition between some animations.
    » Tweaked some animations play rates and tween times.
    » Increased self-destruct damage from 600 to 750.
    » Decreased jump duration from 0.2 to 0.15.
    » Eject ready sound is now the only replicated variable.
    » Added glide.


    To Do List:
    Movement:
    » Reduce air speed when gliding.

    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile mechanics and looks.

    Looks:
    » Change ground effects.

  4. #84
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Big Grin Progress

    Progress:
    » When gliding, you move slowly (besides having 10% of gravity).
    » Tweaked jump mechanics to better coexist with gliding.
    » You can now glide even when near the ground.
    » When self-destructing, unecessary glide and animation code won't be run.


    To Do List:
    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile mechanics and looks.

    Looks:
    » Change ground effects.

  5. #85
    Boomshot

    Join Date
    Feb 2010
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    Portugal
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    Default

    Progress:
    » Added projectile mechanics (including damage values and sounds).
    » Strafe animations tween time decreased.
    » Increased entry radius even more.


    To Do List:
    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile looks.

    Looks:
    » Change ground effects.



    Release Date: Now.

    Check first post for download link.

  6. #86
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,439

    Default

    Looks great, never tried on Alpha release before it was now a Beta release. Downloading and making feedback (if possible).
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  7. #87
    Boomshot

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    Default

    Quote Originally Posted by Tux Android View Post
    Looks great, never tried on Alpha release before it was now a Beta release. Downloading and making feedback (if possible).
    Thanks


    Notice that the driver's position is a bit off, that's because I forgot to change some values after I changed others.
    Either way, I might just create the driving animation.

  8. #88

    Default

    nice =)
    animations are great
    but:
    vehicle sounds too loud i think
    it's pretty hard to aim vehicle to the ground

  9. #89
    Boomshot

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    Feb 2010
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    Default

    Quote Originally Posted by UnShame View Post
    nice =)
    animations are great
    but:
    vehicle sounds too loud i think
    it's pretty hard to aim vehicle to the ground
    Some sounds I played with volume set to 2.0, I'll decrease their volume then.
    I know it's hard to aim down, it's what I'm working on right now xD

    Thanks for the feedback

  10. #90
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
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    2,162

    Big Grin Progress

    Progress:
    » Reduce general sound volume.
    » Increased angle at which you can aim down.
    » Added AIInfo to the Viper's weapon.
    » Fixed driver's position.
    » Added turn sound.
    » Reduced strafe animation tween speed.

    To Do List:
    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile looks.

    Looks:
    » Change ground effects.


    Beta 3 Released.

    Check first post for download link.

    Beta 3 Screenshots:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Attached Images Attached Images

  11. #91

    Default

    2 more things:
    it needs some kind of protection from sitting on top. you know, like raptor pushes you up every time you try to jump onto it.
    and the ejection must be available only if you push and hold spacebar. now you can eject by pressing space bar once (after delay of course)

  12. #92
    Boomshot

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    Default

    I did know about the second one, but wasn't sure.

    Why is it better to not be able to stand on it?

  13. #93

    Default

    because it looks stupid
    when you stand on the manta it's ok because manta doesn't change its form
    but viper do change its form, so it's not ok)
    also you can stand right on driver's head - kind of weird =)

  14. #94
    Boomshot

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    Quote Originally Posted by UnShame View Post
    because it looks stupid
    when you stand on the manta it's ok because manta doesn't change its form
    but viper do change its form, so it's not ok)
    also you can stand right on driver's head - kind of weird =)
    Yes, you can stand on his head, becuase it doens't use the pose that is used in UT3.

    I guess I can change that too.

  15. #95

  16. #96

  17. #97

  18. #98
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Big Grin Progress

    Progress:
    » Added bot support for self-destruct.
    » Changed skins (blue skin still needs some work).
    » Changed dust effects.
    » While being used no one can stand on top of it.
    » You can only self-destruct if you hold space/altfire after you jump.


    To Do List:
    Self-Destruct System:
    » Possibly add "Bullseye!" announcement (direct hit on pawn or one of his child actors).
    » Possibly add "Last Second Saved!" announcement (destroyed a Viper that was boosting).

    Projectile:
    » Make the projectile's looks.

  19. #99
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    Gauteng,South Africa
    Posts
    155

    Default

    Recently updated my copy of the viper from bp1 to beta 3 and I like the fact the animations work but I miss the projectile that the bp1 version shot.I don't remember what the actual one in UT3 looks like but the one the bp1 version looks cool!

  20. #100
    Boomshot

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    Default

    Quote Originally Posted by maxdamage View Post
    Recently updated my copy of the viper from bp1 to beta 3 and I like the fact the animations work but I miss the projectile that the bp1 version shot.I don't remember what the actual one in UT3 looks like but the one the bp1 version looks cool!
    Ye, the looks of the projectile were removed and will be re-added on the next version (probably RC1).

  21. #101

    Default

    100Gping100 I tested your vehicles of UT3 and are fabulous, I can only congratulate you for your effort, and I have a question: with the unreal editor of game i tried to add the vehicles on various maps. but not appear in Actor>SVehicleFactory i always added the vehicles from Pawn, and so does not give me the option to ONSVehicleFactory>respwan in the properties of vehicle. Could you help me or I'm doing wrong something.
    I add that I am new to this, so I apologize if I'm wrong to follow the proced of editor, thanks
    Last edited by axl_reyko; 09-05-2012 at 07:24 PM.

  22. #102
    Boomshot

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    I think you forgot to load the .u file.
    Go to the actor's browser and do File>Import (something like that). Then load the .u file for the vehicle you want (for example the .u file for the viper is called UT3Viper.u). After loading the file the vehicle for that same file should show up in the actor browser.

    Hope this does the job.

  23. #103

    Default

    Thanks for answering ... but I already did. I do it like that: File> open package, I open Actor> SVehicleFactory> ONSVehicleFatory ..... here is where the problem starts UT3Viper not appear (in the case), i search and appears in: Actor> Pawn> Vehicle> SVehicle > ONSVehicle>ONSHoverCraft> ONSHoberBike> UT3Viper. From there i will added UT3Viper to edit maps with more vehicles. but the problem is does not reappear. I even thought the problem is my game, the installation is corrupt or somewhat?...
    There I found looking for a script that I entered from Class> New:

    var(VSOverride) bool bRespawnVehicles;
    var(VSOverride) bool bNoTeamLock;

    function PostBeginPlay()
    {
    SetTimer(1, true);
    }

    simulated function Timer()
    {
    local GameInfo I;
    local Vehicle V;
    local ONSVehicleFactory F;
    local ASVehicleFactory P;

    foreach DynamicActors(class'Engine.Gameinfo', I)
    {
    if (!I.bAllowVehicles)
    I.bAllowVehicles = true;
    }

    if (bNoTeamLock)
    {
    foreach DynamicActors(class'Vehicle', V)
    {
    V.bTeamLocked = false;
    V.Team = 255;
    }
    }

    if (bRespawnVehicles)
    {
    foreach DynamicActors(class'ONSVehicleFactory', F)
    {
    F.SpawnVehicle();
    }

    foreach DynamicActors(class'ASVehicleFactory', P)
    {
    P.SpawnVehicle();
    }
    }
    }

    the idea is paste the script to generate in vehicle properties another option ASVehicleFactory inside is VehicleTeam and bRespawn, i will try this for now, but I scary that this does not damage the vehicle script.
    Well hopefully you have better ideas. regards
    Last edited by axl_reyko; 09-06-2012 at 07:23 PM.

  24. #104
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    Gauteng,South Africa
    Posts
    155

    Default

    Quote Originally Posted by 100GPing100 View Post
    I think you forgot to load the .u file.
    Go to the actor's browser and do File>Import (something like that). Then load the .u file for the vehicle you want (for example the .u file for the viper is called UT3Viper.u). After loading the file the vehicle for that same file should show up in the actor browser.

    Hope this does the job.
    Well I did the same thing except I added a manta from one of the default ons maps and changed the type of vehicle in the properties for it to the UT3Viper\UT3Manta,etc...See following pic:

  25. #105
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
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    Default

    Oh yes, I see the problem now. I didn't create a vehicle factory, therefore you'll have to do what maxdamage did.

    Sorry for the trouble it caused.

  26. #106
    MSgt. Shooter Person
    Join Date
    Dec 2007
    Posts
    113

    Default

    I made a vehicle replacer code , if you wanted to use this code- it allows you (for default/ECE vehicles ony) to choose whether to replace one type, or replace all.

    class MutJ6BulldogReplacer extends Mutator
    config;

    var config string ArenaVehicleClassName;
    var class<SVehicle> ArenaVehicleClass;
    var localized string ArenaDisplayText, ArenaDescText;
    var array<string> VehicleClassNames;
    var array<int> VehicleSelection;

    function PostBeginPlay()
    {
    local ONSVehicleFactory Factory;

    ArenaVehicleClass = class<SVehicle>( DynamicLoadObject(ArenaVehicleClassName,class'Clas s') );

    if(ArenaVehicleClass != None)
    {
    foreach AllActors( class 'ONSVehicleFactory', Factory )
    {
    if ( Factory.VehicleClass == ArenaVehicleClass )
    {
    Factory.VehicleClass = class'ONSJ6Bulldog';
    log("FNORD");
    }

    else if ( Factory.VehicleClass != ArenaVehicleClass && ArenaVehicleClass == Class'BulldogJ6.FakeVehicleEntryForMenu' )
    {
    Factory.VehicleClass = class'ONSJ6Bulldog';
    log("FNORD");
    }
    }
    }

    Super.PostBeginPlay();
    }

    static function FillPlayInfo(PlayInfo PlayInfo)
    {
    local string VehicleOptions;
    local class<SVehicle> cn;
    local int i;
    local array<class<SVehicle> > VehicleClasses;

    Super.FillPlayInfo(PlayInfo);

    for (i=0;i<default.VehicleClassNames.Length;i++)
    {
    cn = class<SVehicle>( DynamicLoadObject(default.VehicleClassNames[i],class'class') );
    if (cn!=None)
    {
    VehicleClasses.Length = VehicleClasses.Length + 1;
    VehicleClasses[VehicleClasses.Length-1] = cn;
    }
    }

    for (i=0; i<VehicleClasses.Length; i++)
    {
    if (VehicleOptions != "")
    VehicleOptions $= ";";

    VehicleOptions $= VehicleClasses[i] $ ";" $ VehicleClasses[i].default.VehicleNameString;
    }

    if(class'GUI2K4.UT2K4SP_Main'.default.bEnableTC)
    VehicleOptions $= ";" $ class'OnslaughtFull.ONSGenericSD' $ ";" $ class'OnslaughtFull.ONSGenericSD'.default.VehicleN ameString;


    PlayInfo.AddSetting(default.RulesGroup, "ArenaVehicleClassName", default.ArenaDisplayText, 0, 1, "Select", VehicleOptions);
    }

    static event string GetDescriptionText(string PropName)
    {
    if (PropName == "ArenaVehicleClassName")
    return default.ArenaDescText;

    return Super.GetDescriptionText(PropName);
    }

    defaultproperties
    {
    ArenaVehicleClassName="Onslaught.ONSPRV"
    ArenaDisplayText="Choose Vehicle to replace"
    ArenaDescText="Determines which vehicle type will be replaced in the match."
    VehicleClassNames(0)="Onslaught.ONSRV"
    VehicleClassNames(1)="Onslaught.ONSPRV"
    VehicleClassNames(2)="Onslaught.ONSAttackCraft"
    VehicleClassNames(3)="Onslaught.ONSHoverBike"
    VehicleClassNames(4)="Onslaught.ONSHoverTank"
    VehicleClassNames(5)="OnslaughtBP.ONSDualAttackCra ft"
    VehicleClassNames(6)="OnslaughtBP.ONSArtillery"
    VehicleClassNames(7)="OnslaughtBP.ONSShockTank"
    VehicleClassNames(8)="OnslaughtFull.ONSMobileAssau ltStation"
    VehicleClassNames(9)="BulldogJ6.FakeVehicleEntryFo rMenu"
    GroupName="BulldogArena"
    FriendlyName="Bulldog Arena"
    Description="Replace all vehicles in map with a particular type."
    }

  27. #107

    Default

    No problem 100GPing100, how good the problem is identified, I thought it was my game hehe. Maxdamage thanks for the advice, do not know you could do that, also sent thank JohnnySix, the script still do not use it because I am afraid that something was going wrong with me. one of these days it proved, I guess that worked.
    thanks for all the help, I send greetings. see ya

  28. #108


 
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