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UT3 Viper Beta 3

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  • replied
    Progress Update

    Progress:
    » Increased Self-Destruct damage from 750 to 800.
    » Fixed gravity bug.

    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.


    Notes:
    I've partially fixed the bug of the projectile not dealing damage. It doesn't deal damage to vehicles though. Still need to fix that.

    Leave a comment:


  • replied
    Project reactivated.

    Currently initiating the process of re-writing it.

    Leave a comment:


  • replied
    Glad you got it working.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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."
    }

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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:

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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).

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by UnShame View Post
    oh ok) *10 characters*
    Thanks chars

    Leave a comment:


  • replied
    oh ok) *10 characters*

    Leave a comment:

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