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[UPDATED! WIMMY WHAM WHAM WOZZLE!] CL5.4 - Vehicles Everywhere

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    [UPDATED! WIMMY WHAM WHAM WOZZLE!] CL5.4 - Vehicles Everywhere

    UPDATED TO VERSION 5.4! %400 MORE ROCK!

    For those who don't know, CarLauncher (CL5) is a mutator that introduces a modification of the Translocator. It lets ANY player ride ANY vehicle that has been registered with UT2004's cache system in ANY map on ANY gametype. Neat, eh?

    If you are making a vehicle and want to use it with CL5, run the following in a commandline in UT2004/System:
    ucc exportcache Foo.u
    Where Foo.u is the name of the package that has the vehicle's code. For more info about exportcache, read the comments in the source to Object/Actor/Info/Mutator.


    So. newNewNEwNEW version. Download. Read the readme.

    http://homepage.mac.com/dezro/CL5.zip

    #2
    OMG, I just gotta add this to my Ut2004 Downloads page on my website, do you mind if I link to it? IF so, what do you want me to say for a description of it?

    Comment


      #3
      This has already been done.

      Comment


        #4
        Originally posted by fairport
        This has already been done.
        This is the same guy; just a new version.

        Comment


          #5
          Wicked.

          Comment


            #6
            jaybud: Sure, you can link to it.

            Comment


              #7
              Originally posted by Xenocidal
              This is the same guy; just a new version.
              Yeah, I just relized that.

              Comment


                #8
                this has been bugging me since the first release... the sentinels dont work in invasion.. they dont target the monsters, and kinda ruins the fun... anyway you could fix this?

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                  #9
                  Found a possible bug

                  Running a TDM and abusing some bots, at the end of the round, players dont freeze like they normally should.

                  Just kept running around shooting in god mode.

                  Edit:

                  may also want to keep an eye on your log file:

                  Warning: ASSentinelController DM-Gael.ASSentinelController (Function UnrealGame.TurretController.Searching.ScanRotation :028B) Accessed None 'Pawn'
                  Warning: ASSentinelController DM-Gael.ASSentinelController (State UT2k4Assault.ASSentinelController.Searching:0047) Accessed None 'Pawn'
                  Warning: ASSentinelController DM-Gael.ASSentinelController (State UT2k4Assault.ASSentinelController.Closing:0050) Accessed None 'Pawn'
                  Warning: ASSentinelController DM-Gael.ASSentinelController (Function UT2k4Assault.ASSentinelController.Sleeping.ScanRot ation:004B) Accessed None 'Pawn'

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                    #10
                    monastat: Does the level change alright? As for the log, you'll see that if you use any link turrets or sentinels. See, the sentinel's controllers aren't getting destroyed. I haven't noticed any slowdown, and attempts to get rid of the controllers manually have failed, so for now it's okay.

                    xp2: Sentinel **** is kinda weird. Not only do they not target monsters, but monsters and bots don't target them (I think). I think it ruins the fun that they can't fight back... But to each their own, I guess.

                    Anyway, I might make the sentinels attack monsters in the next version, if I need to make one. But that probably won't happen until Epic's first patch, with any luck.

                    Speaking of sentinels, select Sentinel, shoot a beacon upwards, then hit alt-fire when it's really close to the ceiling...

                    Comment


                      #11
                      Originally posted by Dezro
                      monastat: Does the level change alright? As for the log, you'll see that if you use any link turrets or sentinels. See, the sentinel's controllers aren't getting destroyed. I haven't noticed any slowdown, and attempts to get rid of the controllers manually have failed, so for now it's okay.
                      Yeah, the map changes normally.

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                        #12
                        That's cool. I think it's just a problem with sentinels. The ********. So just don't play with sentinels or link turrets if you don't like the problem.

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                          #13
                          Ya, monsters and bots dont target them either. Hmm... bloody sentinels.. would be really kick *** if you could fix them targetting monsters...

                          Comment


                            #14
                            Originally posted by Dezro
                            That's cool. I think it's just a problem with sentinels. The ********. So just don't play with sentinels or link turrets if you don't like the problem.
                            Heh, never said I didnt like it

                            Rather funny bug if I may say so. Just the access none list that bothers me a lil bit, 2.9 mb Error log

                            You'll sort it out I hope

                            Comment


                              #15
                              Could it be the logging that causes my server to crash if too many sentinals are spawned?

                              Quit my server cleanly and had "0 errors 9684 warnings"...

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