Announcement

Collapse
No announcement yet.

XS beta 6.4.1 - Spider Mech (updated 8 October)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    XS beta 6.4.1 - Spider Mech (updated 8 October)

    Name:
    XS beta 6.4 - Spider Mech

    Compatibility:
    • UT2004 ECE
    • Default bot support.
    • Net support untested.

    Comments:
    Besides the Spider Mech, this release includes the earlier three XS vehicles (Shock Chucker, Lightning Tank and Condor), and the XS Mutator, a handy little vehicle replacement mutator.

    Credits:
    • Concept: T-Shinzon and Xyx
    • Model: T-Shinzon
    • Design: Xyx
    • Code: Xyx

    Homepage:
    XS Vehicles - An UT 2004 mod by T-Shinzon and Xyx

    See the website for descriptions of the other vehicles, mod related information and rants.

    Description:

    The Spider Mech is a sight rarely seen on the battlefield. This six-legged monster stands as tall as a Leviathan and can have an equally dramatic effect on the outcome of the battle. It is deadly up close, but it is most feared for its ability to alter the very rules of the conflict.


    Six-legged propulsion
    The Spider Mech is a mobile weapons platform carried around on three pairs of legs. Its heavy armor renders it incapable of fast movement, but it can jump a good distance and climb many obstacles. It can reach decent speeds by lunging forward on downward slopes. Its lateral movement is slightly more responsive than its longitudinal movement, enabling it to sidestep some incoming fire.


    Spider mines
    Four cylindrical mine containers eject spider mines at regular intervals. The mines will follow the spider mech and will engage anything foolish enough to approach. Fully automated radio circuitry relays the spider mech's course to the mines and instructs them to spread out and move ahead.


    Biosludge spray
    A modified GES Biocannon(TM) disperses pressurized biosludge over a large stretch of battlefield at the press of a button. The biosludge has been mixed with an additional chemical that delays the rate at which it dissolves, keeping it around on the battlefield much longer.


    Inertia ray
    The inertia ray is a byproduct of early black hole research. The ray essentially consists of a microscopic "false" black hole propelled faster than the eye can see. The black hole is not a full singularity and will not cause matter to collapse. It projects a small sphere of intense gravity that essentially locks its target into place. Smaller vehicles will be completely immobilized, larger vehicles may retain a fraction of their maneuverability.


    NodeLinker
    A nonviolent weapon that is nevertheless of terrible strategic importance. The NodeLinker(TM) is a bulky electronics module integrated into the Spider Mech's fuselage. It is capable of hacking into the battlefield's power grid and rearrange the way power nodes are connected.

    The NodeLinker(TM), once brought into close proximity of a power node, is able to hook into the power link message stream, bypass its intrusion countermeasure electronics and install a gateway for future use. Once two unconnected power nodes have been infiltrated, the NodeLinker(TM) will set up a new power link between the nodes. Infiltrating two connected power nodes will sever their link.

    The NodeLinker(TM) is able to select even hidden and inactive power nodes, and can extend the scope of some battlefields considerably. The NodeLinker(TM)'s operator has the option to release the currently infiltrated node at any time when not in the vicinity of a power node. Connecting or detaching power nodes reinitializes their status and destroys the gateways. Infiltrated power nodes give off an unmistakable visual warning signal. Contestants are advised to observe these signals and eliminate the cause before their logistics are crippled.


    Download:
    XS_Beta_6_4_1.zip

    (direct download from the XS website, 2.54mb)

    EDIT: Updated to version 6.4.1

    #2
    o.0...this is one kick *** machine!

    Comment


      #3
      The nodelinker has the potental to be very annoying...

      Comment


        #4
        It sure does, but that's why you should ensure it replaces a vehicle found in each base. Like the Torlan Hellbender. That way a team that finds itself being locked down can use it to break out.

        It can't select cores, though, so you can't deprive a team of all its nodes.

        Comment


          #5
          Originally posted by Xyx
          It sure does, but that's why you should ensure it replaces a vehicle found in each base. Like the Torlan Hellbender. That way a team that finds itself being locked down can use it to break out.

          It can't select cores, though, so you can't deprive a team of all its nodes.
          Yeah, just most of them

          Comment


            #6
            It's not nearly as unbalancing as driving a tank to your opponents' primary node and shooting it down from a distance.

            Give it a try, see what the options are. You'll find that you can't mess the game up, just change it a bit.

            Comment


              #7
              This is one seriously slick mod, professional in every way. Respect! :up:

              Comment


                #8
                *craps self* hate to be on the recieving end of that thing... can it climb walls? I'd love to see that scaling the tower in torlan or the cliffs in red planet. epic, please put this spider into UT07 instead of spider mines. talk about annoying, they win the "MSUC Most annoying weapon award."

                Comment


                  #9
                  It can't really scale any vertical surface, but it can climb over the walls of the Torlan bases by jumping and (very loosely) "grabbing" the ledge. Sort-of same way like a Manta, in fact.

                  Comment


                    #10
                    Well holy shiznit
                    Wasn't even sure if walker-type vehicles could be done

                    Now I just need to know whether or not a vehicle can be made to flip over and still be usable

                    Comment


                      #11
                      Originally posted by Kel
                      Now I just need to know whether or not a vehicle can be made to flip over and still be usable
                      I've been digging around for the code that throws people out when a vehicle is flipped but haven't been able to find it. I'd like to disable it for some (or rather most) of my vehicles. I think players are perfectly capable of deciding for themselves when they wish to exit.

                      Comment


                        #12
                        Originally posted by Xyx
                        I've been digging around for the code that throws people out when a vehicle is flipped but haven't been able to find it. I'd like to disable it for some (or rather most) of my vehicles. I think players are perfectly capable of deciding for themselves when they wish to exit.
                        There was a mutator on these forums a while back (possibly over a year) that stopped people falling out of vehicles, i think it was part of a pack with a parachute and some other stuff

                        Comment


                          #13
                          I searched around and found the Ejection mod. It doesn't claim to stop the ejection, but maybe it'll at least show me where to make modifications.

                          Thanks for the hint!

                          Comment


                            #14
                            Originally posted by Xyx
                            I've been digging around for the code that throws people out when a vehicle is flipped but haven't been able to find it. I'd like to disable it for some (or rather most) of my vehicles. I think players are perfectly capable of deciding for themselves when they wish to exit.
                            bEjectPassengersWhenFlipped=False <- Goes in the main properties of the vehicle(Ex: Onslaught.ONSRV)
                            Found it when making a flagrunner scorpion

                            What I was talking about when I said "flip over and still be usable" is more along the lines of you manually flip it(some keybind+code) and it acts like a different vehicle, complete with a seperate weapon setup for passengers

                            Also Carball has self-flipping in it, so you might find something there if you need

                            Comment


                              #15
                              Originally posted by Kel
                              bEjectPassengersWhenFlipped=False
                              I tried setting that to True on various occasions, but to no effect. Did it work for you? Maybe it only works for wheeled craft...

                              Originally posted by Kel
                              What I was talking about when I said "flip over and still be usable" is more along the lines of you manually flip it(some keybind+code) and it acts like a different vehicle, complete with a seperate weapon setup for passengers
                              Ah, right. Dual mode thingy. Interesting. Hadn't considered that approach yet. Will keep that in mind.

                              Originally posted by Kel
                              Carball has self-flipping in it
                              What does this self-flipping do? Flip you back upright when you fall over?

                              Are Carball vehicles actual "vehicles" in the sense that you can exit them, or are they player pawns that look like vehicles?

                              I should have a look at Carball... Then again, I should have a look at dozens of mods. Too many mods, too little time.

                              Comment

                              Working...
                              X