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UT3 Viper Beta 3

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    #91
    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)

    Comment


      #92
      I did know about the second one, but wasn't sure.

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

      Comment


        #93
        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 =)

        Comment


          #94
          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.

          Comment


            #95
            http://translate.googleusercontent.c...5gjw9dV3rir6kg

            Would be cool to have a reference to the author and the original thread :|


            Same for the Nightshade.

            Comment


              #96
              oh ok) *10 characters*

              Comment


                #97
                Originally posted by UnShame View Post
                oh ok) *10 characters*
                Thanks chars

                Comment


                  #98
                  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.

                  Comment


                    #99
                    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!

                    Comment


                      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).

                      Comment


                        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

                        Comment


                          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.

                          Comment


                            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

                            Comment


                              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:

                              Comment


                                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.

                                Comment

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