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Ultimate ONS Tools (a touch of Kismet for mappers)

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    #91
    Another small thing, got inspired by Quake 4 for this one:



    A Teleporter that is also able to teleport Projectiles (no traces, of course). You can shoot rockets before you enter a Teleporter to clear the way on the other side (or to give away your position ) or hunt an enemy with a rocket through the Teleporter. Or be mean and throw Spider Mines through it to let them do the dirty work on the other side. The level designer can set up which Projectile classes are allowed.

    The projectiles of the Flak are causing the same tearing like when using WarpZones, though, simply because they are probably coded that way to create this tail of light between two locations on the next updates of the game loop. And the Projectiles are always coming out at the center of the other Teleporter, no matter where you hit the first Teleporter. That is in order to prevent them getting spawned in walls.


    Next thing on the list is a JumpPad that also applies the "jump" to Projectiles hitting it.
    (Also inspired by Quake 4, where it worked with grenades. Nothing special but maybe a nice effect on some maps)


    I also found time to list the TeamSpecificActors in the Wiki. On Nova's page because they belong to him.

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      #92
      Ok, the Jumppad is done… well, what should I say? I almost laughed my *** off.



      Probably need to do something about the Rotation of the projectile. But it's really cute if you see them drop that way.

      The only real problem is the Shock Core: after I set it's PHYS to "Falling", it doesn't disappear anymore when it hits the ground. It just stays there until it hits another Projectile or enemy. Maybe I should limit either it's lifetime or leave the PHYS_Projectile intact.


      It would probably also good to write a Mutator that replaces the Jumppads and Teleporters in a map with my automatically, but I have never made a Mutator until now. :>

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        #93
        Originally posted by Crusha K. Rool View Post
        A Teleporter that is also able to teleport Projectiles (no traces, of course). You can shoot rockets before you enter a Teleporter to clear the way on the other side (or to give away your position ) or hunt an enemy with a rocket through the Teleporter. Or be mean and throw Spider Mines through it to let them do the dirty work on the other side. The level designer can set up which Projectile classes are allowed.
        Welcome to Unreal II/XMP! That was possible there from the get go.

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          #94
          What's with one way teleporters? Will it also teleport the projectiles through just one side or didn't you test it yet?

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            #95
            It simply treats the Projectiles the same way it would treat players, in every aspect.

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