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HL2 Monsters and vehicles for UT2004

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    #46
    Originally posted by Ducatisto View Post
    It was a quick fix as it was a pain to make it spawn on the map at all. It does eventually 'pop up' and yes, I was not happy with it but I thought something was better then nothing. If there is anyone out there willing to make another version that works flawlessly they are welcome.

    Duca
    Bump up all vehicle factories spawning the Strider, by means of setlocation function, that should fix it.

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      #47
      Originally posted by Lord_Buggy View Post
      Bump up all vehicle factories spawning the Strider, by means of setlocation function, that should fix it.
      As stated, I am no coder so what you said meant very little to me I did look through the code within the ONSStriderFactory.uc and there was no mention of setlocation nor in the actual Strider.uc file itself.

      Duca

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        #48
        Code:
        function PostBeginPlay()
        {
        	local ONSVehicleFactory Factory;
        
        	FactoryVehicleClass = class<SVehicle>( DynamicLoadObject(FactoryVehicleClassName,class'Class') );
        	ArenaVehicleClass = class<SVehicle>( DynamicLoadObject(ArenaVehicleClassName,class'Class') );
        
        	if(ArenaVehicleClass != None)
        	{
        		foreach AllActors( class 'ONSVehicleFactory', Factory )
        		{
        			if (Factory.VehicleClass == FactoryVehicleClass)
        			{
        				Factory.VehicleClass = ArenaVehicleClass;
        				Factory.SetLocation(Factory.Location + vect(0,0,5000));//The fix
        			}			
        		}
        	}
        
        	Super.PostBeginPlay();
        }
        Like so, just be sure to reduce the 5000 to being a bit more logical. 5000 will have it falling from the sky, but it won't be stuck in the ground.

        Comment


          #49
          Originally posted by Lord_Buggy View Post
          Code:
          function PostBeginPlay()
          {
          	local ONSVehicleFactory Factory;
          
          	FactoryVehicleClass = class<SVehicle>( DynamicLoadObject(FactoryVehicleClassName,class'Class') );
          	ArenaVehicleClass = class<SVehicle>( DynamicLoadObject(ArenaVehicleClassName,class'Class') );
          
          	if(ArenaVehicleClass != None)
          	{
          		foreach AllActors( class 'ONSVehicleFactory', Factory )
          		{
          			if (Factory.VehicleClass == FactoryVehicleClass)
          			{
          				Factory.VehicleClass = ArenaVehicleClass;
          				Factory.SetLocation(Factory.Location + vect(0,0,5000));//The fix
          			}			
          		}
          	}
          
          	Super.PostBeginPlay();
          }
          Like so, just be sure to reduce the 5000 to being a bit more logical. 5000 will have it falling from the sky, but it won't be stuck in the ground.
          Ah, I see. But the Strider factory was merely based on the other two vehicles so it is strange there were no reported problems with those. I will attempt some changes to hopefully polish this off, many thanks.

          Duca

          Comment


            #50
            Originally posted by Ducatisto View Post
            Ah, I see. But the Strider factory was merely based on the other two vehicles so it is strange there were no reported problems with those. I will attempt some changes to hopefully polish this off, many thanks.

            Duca
            It really isn't that strange if you think about it, considering the strider has a considerable amount of leg space needed underneath the vehicle(from COM down). The other vehicles don't need this, as there isn't anything sticking out as much underneath.

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              #51
              Why is everyone ignoring the fact that I spotted a bug?

              Comment


                #52
                Originally posted by Lorin-Slasher View Post
                Why is everyone ignoring the fact that I spotted a bug?
                You were not ignored, I know there are many problems but these are probably the most animated humanoid forms since the nali and it is very hard to get it right. As stated before anyone with more experience can feel free to continue the work.

                Duca

                Comment


                  #53
                  Actually... the monsters are fine, but the human enemies should have the ragdoll system integrated into their skeleton.

                  Comment


                    #54
                    Originally posted by Ducatisto View Post
                    It was a quick fix as it was a pain to make it spawn on the map at all. It does eventually 'pop up' and yes, I was not happy with it but I thought something was better then nothing. If there is anyone out there willing to make another version that works flawlessly they are welcome.

                    Duca
                    Ah, okay. Sorry if I sounded like I was complaining. I just wanted to either pointed out a bug if it was one, or make sure I wasn't screwing up.

                    It's still a great mod.

                    Comment


                      #55
                      Originally posted by Lorin-Slasher View Post
                      Actually... the monsters are fine, but the human enemies should have the ragdoll system integrated into their skeleton.
                      As I stated I was merely the messenger so to speak with this mod but as I have had no offers to carry it on I will attempt to "tidy" it up a bit more for a version 4 myself. Hey, I may even get to learn something in the process

                      Duca

                      Comment


                        #56
                        Gotta download!

                        Wow, I have to download this! As soon as my computers fixed.

                        I have a comic on BeyondUnreal's skincity forum that "will" feature Striders later on...

                        Now, if someone could create the Q-Ko-Chan robots as vehicles...

                        Comment


                          #57
                          Amazing job Ducatisto!!!
                          It is really cool to see HL2 vehicle in UT and drive a tripod before the UT3's one

                          Comment


                            #58
                            Awesome job.

                            Comment


                              #59
                              Originally posted by fuegerstef View Post
                              Awesome job.
                              Oh yes nice work indeed. I wish i had you guys talent.

                              Comment


                                #60
                                what map?

                                By the way, which map is it on the first pick with Striders?

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