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    Arkon Weapons 2004

    Name:
    Arkon Weapons 2004

    Version:
    Full Release version 4.0

    Compatibility:
    UT2004 only

    Description:
    UT2004 conversion of Arkon Weapons. Arkon2004 is a weapon pack including a complete combat gear of 13 brandnew future themed tools of destruction.

    Comments:

    Major changes since Beta 3.x

    - 'OrbitalCannon' prototype weapon added
    - 'Disruptor' weapon added
    - MissileLauncher alt-fire changed, is now guiding laser
    - Desintegrator alt-fire changed, is now chargebeam
    - all new animated weapon skins!
    - all new weapon Icons!
    - tons of visual improvements
    - compatible with UT2004
    - ...

    Screenshot:




    Credits:
    Kangus, EvilDrWong and Smoke39 for being very helpful in general.
    Dade, author of Codename Gatling 2003. Desintegrator uses some of his ShadowsRifle code.
    RegularX, author of the XPak mutes. Thermal Projector uses some code from the Beam Cannon.
    Kal Corp. The ArkonShields mutator is based on his VasAutoShields1.03.
    Unknown author of the MineLauncher01 mutator which inspired me to the LaserBomb.
    Smoke39, author of Pain2k3 in particular, for his Shotchaingun code finally enabled me to do the Fusion-Gatling Gun properly.

    Postal and the Wod Mod Pod staff for holding the weapon contest, which I created the Disruptor for.

    The entire Unreal Playground community, in particular theteck, Aquablue, Dagg, Unserene, Jaybud4, Herr_Zerstörer, King Mango, PsySlug and nuclear hazard for playtesting.

    Homepage:
    still under construction and looking for host

    Download:
    http://theteck.dyndns.info/arkon2004/Arkon2004_v40.zip
    http://kaoticassociations.com/Arkon2004_v40.zip
    http://ut.filefront.com/file/Arkon2004;26848#Download
    http://www.ut2003hq.com/pafiledb2/pa...&id=4174&dl=dd

    #2
    I've been looking forward to this all day.

    Comment


      #3
      Donator!!!
      you are registerd at this forum



      it dosent works :sour: :cry: :cry: (for me)

      Comment


        #4
        okay, some feedback:

        -The Orbital uplink RULES. Ten times better than the Ion Cannon. However, after every shot it switches away. Can it not do that?

        Other than that little problem, I didn't find anything really wrong with it. The Disintegrator grenades kind of suck now, they seemed toned down, while the thermo grenades have been really souped up.

        The Disintegrator rifle takes much too long to charge.

        The plasma gun feels like a link gun. I'd really just drop it and put something else in personally.

        The Fusion Gatling is pretty good, but would it be possible to make the shaking optional? And if so, could it be done for offline only so that if you play it online with other people you have to have the shaking? One, it feels like an earthquake (and makes me motion sick, hence why I turned off view shaking in the options ) and two, the bots don't seem to care that it shakes.

        The Disruptor is easily my favourite (well next to the uplink).Simply genius. I love this one.

        With the Missile Launcher, it doesn't matter how far away the missile is when it explodes, you hear it as if it were right next to you. Sort of a "wtf" moment there.

        Is there any way you could lower the ROF on the laser tripbombs even just a bit?

        The biggest problem is the uplink switching after every shot if you have more than 1 ammo. Other than that, these are minor gripes and I love it.

        Comment


          #5
          Originally posted by Nemephosis
          okay, some feedback:

          -The Orbital uplink RULES. Ten times better than the Ion Cannon. However, after every shot it switches away. Can it not do that?

          Other than that little problem, I didn't find anything really wrong with it. The Disintegrator grenades kind of suck now, they seemed toned down, while the thermo grenades have been really souped up.

          The Disintegrator rifle takes much too long to charge.

          The plasma gun feels like a link gun. I'd really just drop it and put something else in personally.

          The Fusion Gatling is pretty good, but would it be possible to make the shaking optional? And if so, could it be done for offline only so that if you play it online with other people you have to have the shaking? One, it feels like an earthquake (and makes me motion sick, hence why I turned off view shaking in the options ) and two, the bots don't seem to care that it shakes.

          The Disruptor is easily my favourite (well next to the uplink).Simply genius. I love this one.

          With the Missile Launcher, it doesn't matter how far away the missile is when it explodes, you hear it as if it were right next to you. Sort of a "wtf" moment there.

          Is there any way you could lower the ROF on the laser tripbombs even just a bit?

          The biggest problem is the uplink switching after every shot if you have more than 1 ammo. Other than that, these are minor gripes and I love it.
          works with you?
          not the same for me:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:

          Comment


            #6
            HA HA PWNT.



            Seriously though, he did say he was going to add more links so sooner or later it'll work

            Comment


              #7
              Drat. One day out and I could already justify a 4.1 patch. I so much hate deadlines...

              nuclear_hazard: see UP forum

              Nemephosis:
              - the Orbital SHOULD be switching away, as frankly, you SHOULD not be able to have more than 1 ammo for it, as it's a superweapon. Did I mention SHOULD? Argl...

              - sorry about that motion sickness, I just wasn't able to figure out yet how to make the shaking 'offline-only-optional'

              - agreed, the Desintegrator might take less chargeup time to be more usefull, then again a fully charged shot dishes out 540 points of damage, double if you score a headshot, this is more or less instagib...

              - neither DGrenade nor TGrenade damage has been modified since the last version, and even their VehicleDamageScale is about the same (2.25-2.5). So this is really pure superstition.

              - "Is there any way you could lower the ROF on the laser tripbombs even just a bit?" I really don't understand that, sorry, please explain. How does a grenade sticking to a wall have a Rate Of Fire? Or did that abbreviation mean something else?

              - PlasmaGun is by far the oldest of the guns in the pack, and even still subclassed (SUBCLASSED! Oh the shame...) from the Link. But frankly, quite a few people like it. Will receive a visual overhaul in the next version, promise.

              Comment


                #8
                Yes me..I'm a plasma gun fan.

                @Nuclear hazard..make sure you remove everything from the beta before using this version. It might help

                Comment


                  #9
                  Forgot to add the weapon descriptions:




                  WEAPON DESCRIPTION (in alphabetical order)
                  ------------------

                  Arkon Missile Launcher
                  ----------------------
                  A sturdy, solid case bottom-loader that fires a calibre 10, self propelled projectile, featuring an armor piercing high explosive warhead of considerable size that is capable of stopping small-to-medium sized armored vehicles and unleashes a devastating effect if fired at soft targets. Designed as a single-carried light support weapon, this missile launcher was meant to combat agile enemies at medium distances, so it was outfitted with a laserlock type foefinder unit to ensure a precise targeting.

                  Primary - Launch missile. Remember that missiles can be brought to explosion in mid-air by enemy fire, so handle with extreme care in tight combat situations.
                  Secondary - Activate targeting system



                  Combat Mortar
                  -------------
                  Latest development in the heavy-assault gear department. The mortar grenade will upon impact discharge a highly energetic field that is both lethal and at the same time has the extraordinary ability to short out most known shielding devices by disrupting the base projector matrix. This will cause uncontrollable and dangerous fluctuations in the shield's power supply and will take at least a few seconds time for the victim to re-initialize the matrix. If fired at at soft target closer than ten feet though, at the speed it is fired with the grenade is likely to actually penetrate the victim's defences and after a check-back via the built in distance tracer will then unleash all the stored power into this target exclusively instead of emitting it in all directions. Combined with the considerable kinetic force the projectile holds, the Combat Mortar indeed makes also for a quite formidable close combat weapon.

                  Primary - Fire tactical neutron grenade. Hold down fire button to charge up power for added grenade speed, resulting in it travelling greater distances and doing more damage in close combat.
                  Secondary - Same as primary, but a projectile mounted camera will be activated during flight. See the world through the eyes of a Flak shell for once.



                  Desintegrator
                  -------------
                  The Desintegrator is a device both widely used as a weapon as well as a mining tool, focusing a flirring, greenish field that is capable of interfering with the targets cohaesive forces on a molecular level. Matter with extremely high density will sustain longer, still even the hardest stone can be rendered to ultra-fine dust in a matter of seconds. Gases principally seem unaffected, since their cohaesive forces are already very low. A living being struck by a desintegrator ray will usually dissolve and die instantly, but since most tournament combatants have undergone various degrees of biomechanical enhancement a few extra hits can never hurt...

                  Primary - Fire Desintegrator ray. Since the Desintegrator has a built in energy source ammo will auto-replenish, but the power of the beam you fire is directly proportional the charging status of the weapon.
                  Secondary - Charge up power for an even more devastating beam attack



                  Desintegrator Grenade
                  ---------------------
                  Widely known as 'Moluk Raybomb' the light type-D assault ammunition is appreciated as a versatile and powerful hand grenade. Based on the same idea as the desintegrator rifle, the desintegrator grenade incites a spontaneous breakdown of all molecular cohaesive forces in a ten feet radius, though it's effectivity quickly diminishes over distance.

                  Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object.
                  Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object.



                  Disruptor
                  ---------
                  Core of this unique weapon is a micro-polaron anticycler, a complex device capable of hyperenergizing matter with low molecular density. Although theoretically any inert gas could be used to power the gun, best results have been observed using Tetrahelium, which is better known as 'Tetron', a common fuel substance used for small starship reactors. The Disruptor itself features two fire modes: primary launches a deadly, highly focused proton-energy torpedo that remains coherent even over large distances, while secondary unleashes the Disruptor's full destructive power by simply releasing the energized plasma in a super-hot, yet short ranged, burst of eerie green flames.

                  Primary - Fire proton-energy torpedo. The intense radiation will considerably hurt passengers in a vehicle, in addition to the already considerable blast damage dealt to the machine.
                  Secondary - Fire plasma flamethrower. Insanely destructive against soft targets, but much less effective against vehicles and structures.



                  Fusion Gatling Gun
                  ------------------
                  Using ancient technology found in derelict planetary defence cannons this miniaturized portable fusion cannon is still easily capable of bringing down medium sized aircraft. It's impressive size and bulkiness can severly hinder your movement in actual combat. Since technicians also saw no way to implement a sufficient coolant reservoir without making it imposible for a single humanoid to carry, the weapon's design was instead based on outdated gatling guns, featuring a spinning set of several barrels to prevent overheating of the focus unit, which adds another severe drawback, namely a four second spin-up delay to precisely synchronize the barrel rotation with the singularity's hypertact before the gun can be used.

                  Primary - Unleash a focused stream of miniature 'protosuns', born out of ultra-condensed athmospheric particles in a controlled gravitational-rift reactor.
                  Secondary - Spin-lock. Keeps your barrels rotating.



                  LaserBomb
                  ---------
                  An outdated, clumsy makeshift weapon of considerable destructive force nevertheless. A standard set of three ground-to-ground missile fuel units, outfitted with a simple electronic lightbarrier trigger to set off a devastating explosion the moment somthing breaks through the laser. Most useful if stuck against a wall in a doorway or tight corridor to ensure the target is within blast range. Can be easily disabled/detonated with most weapons by hitting it fom a safe distance though. The non-intelligent trigger mechanism makes it dangerous to friends and foes alike, so handle with extreme care.

                  Primary - Stick it to a solid object. The mine will aktivate itself five seconds later.
                  Secondary - Kamikaze attack. Be a suicide bomber. Just make sure you take at least two people with you, as it'll cost you one frag killing yourself.



                  Mass Driver (aka RailGun)
                  -------------------------
                  The Kappa labs - Mark II infantry carried mass driver represents the pinnacle of terran weapons technology. This state of the art magnetic mass-accellerator weapon fires an ultra cooled Terkonit cylinder projectile at some three digit multiplier the speed of sound, which allows passing through most solid objects with ease. Even the most advanced shielding technologies are hardly able to resist such a tremendous kinetic energy and will most likely only slow it down to the point a conventional armor might stand a chance, even then, victims are usually hurt considerably and thrown back great distances. Headshots are always lethal though, no questions asked.

                  Primary - Fire supersonic, armor breaking Terkonit projectile
                  Secondary - Tactical zoom (advanced targeting syntron)



                  Orbital Cannon Uplink
                  ---------------------
                  This inconspicuous little electronic device allows the combatant to establish an uplink with the extremely potent stellar converter satellite currently orbiting roughly thirty-thousand kilometers above the battlefield. Upon successful marking of the attack location and a short delay to charge the capacitors and bring the satellite in precise firing position, a highly focused stream of intense thermal energy will strike the target and unleash hell on earth for a duration of approximately ten seconds, completely wiping out any resistance in near vicinity.

                  Primary - Mark target area with a simple, low-power laserbeam
                  Secondary - Tactical zoom (no targeting syntron)



                  Plasma Gun
                  ----------
                  A 'pulse driver' is based on the cold fusion principle and usually only encountered in form of an impulse drive inside a full sized starship, but recently a number of prototype handheld weapons featuring a nuclear pulse generator have also appeared. Catalytic Deuterium is used as nuclear reactive mass, the created fusion plasma is then contained and accellerated through a tubular magnetic field with gravomechanical properies. The amount of plasma per shot can be dynamically adjusted by pressing and holding down the charge-button, but is severely limited, compared to a ship-mounted device, by the technical weakness of the small containment chamber. Safety precautions prohibit charging up more than twenty-five PJ [petajoule] as this is already creating impressive and very dangerous inductory effects. Projectiles usually glow in an eerie blue and are capable of melting effortlessly through five-inch plates of solid Terkonit.

                  Primary - Full auto firing. Useful against crowds.
                  Secondary - Hold button to charge up to 25 energy units into a single, devastating blast.



                  Thermo Grenade
                  --------------
                  From a technical point of view the desintegrator grenade might be cleaner, more aestaethic and a helluva' lot safer to handle, but there's no point in being hypocritical if atomization in a desintegrator field or vaporization in a controlled sub-nuclear heat wave is the more humane method of killing. And holding the power of a 'Pocket-Nova', as the thermo grenade has been respectfully titulated frequently, in your hand feels extremely satisfying.

                  Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object.
                  Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object.



                  Thermo Blasters
                  ---------------
                  The basic carbon laser pistol issued to military and security personal all over the galaxy. Small, lightweight, dependable and at the same time dealing out damage like no other, once you got two of them...

                  Primary - Fire left pistol
                  Secondary - Fire right pistol

                  You can of course press both buttons at the same time for dual-frying-action. Just watch your ammo.



                  Thermal Projector
                  -----------------
                  The CNC or, scientifically correct, 'Constant-Rip Needlepoint Cannon', is combining two completely different physical principles into an entirely new weapon: an ordinary high-power infrared carbon laser is fired through a tubular energy field with hyperphysical characteristics, that completely prevents the beam to suffer any losses, be it optical or thermical diasperation. Not only is it possible this way to keep the beam focused even over long distances, but the surrounding air also wont heat up.

                  Primary - Keep the laser focused on your foes. Brief contact will lead to a serious sunburn... longer contact will first vaporize the water inside the target, then set the flesh on fire. Finally only a skeleton will be left.
                  Secondary - Tactical Zoom (advanced targeting syntron)

                  Comment


                    #10
                    You released it, did you? Nice.
                    EDIT: I always find the bots using one weapon.

                    Comment


                      #11
                      Quite a lot of fun!

                      A few things though:
                      • Are the weapons going to be given custom models?
                      • The Thermal Projector beam becomes un-stuck from the end of the gun when you stop firing, which looks a bit odd.
                      • The weapons which reduce your movement speed look all wrong because you keep playing the running animation, but at a really slow speed. Should they not make you walk instead?
                      • Missiles only follow the targetting laser if it was active when the missile was launched. Could you make it so that they will always follow the laser?
                      • There are a lot of log errors. It's very worthwhile checking the log regularly at all points in development and fixing these things, if only to stop the log file from growing to enormous proportions in long gaming sessions. Run the game with the log window open if you can, then you can see exactly when the errors happen. I've included a list of some of the errors below.

                      Warning: xBot DM-Asbestos.xBot (Function UnrealGame.Bot.ExecuteWhatToDoNext:00DF) Hyena WhatToDoNext with no weapon, DM-Asbestos.xPawn health 100
                      Log: ThermoBlaster DM-Asbestos.ThermoBlaster (Function Engine.Weapon.PutDown:01D0) HasAnim: No mesh
                      Log: AttachToBone: Tried to attach invalid actor to bone tip of actor Desintegrator .
                      Warning: PlasmaGun DM-Asbestos.PlasmaGun (Function XWeapons.LinkGun.PutDown:000D) Accessed None 'FireMode'
                      Warning: xBot DM-Asbestos.xBot (Function UnrealGame.Bot.ChooseAttackMode:0116) Accessed None 'Weapon'
                      Log: DGrenade DM-Asbestos.DGrenade (Function Engine.Weapon.PutDown:01D0) HasAnim: No mesh
                      Log: PlayAnim: Sequence 'FireLoop' not found for mesh 'RocketLauncher_1st'
                      Warning: xBot DM-Asbestos.xBot (Function UnrealGame.Bot.ChooseAttackMode:0116) Accessed None 'Weapon'
                      Log: PlayAnim: Sequence 'Aim' not found for mesh 'ShieldGun_1st'
                      Log: PlayAnim: Sequence 'aim_ready' not found for mesh 'Painter_1st'
                      Warning: PlasmaGun DM-Asbestos.PlasmaGun (Function XWeapons.LinkGun.RenderOverlays:0061) Accessed None 'ThirdPersonActor' (about a zillion of these!)

                      Comment


                        #12
                        Originally posted by Donator
                        Drat. One day out and I could already justify a 4.1 patch. I so much hate deadlines...

                        nuclear_hazard: see UP forum

                        Nemephosis:
                        - the Orbital SHOULD be switching away, as frankly, you SHOULD not be able to have more than 1 ammo for it, as it's a superweapon. Did I mention SHOULD? Argl...

                        - sorry about that motion sickness, I just wasn't able to figure out yet how to make the shaking 'offline-only-optional'

                        - agreed, the Desintegrator might take less chargeup time to be more usefull, then again a fully charged shot dishes out 540 points of damage, double if you score a headshot, this is more or less instagib...

                        - neither DGrenade nor TGrenade damage has been modified since the last version, and even their VehicleDamageScale is about the same (2.25-2.5). So this is really pure superstition.

                        - "Is there any way you could lower the ROF on the laser tripbombs even just a bit?" I really don't understand that, sorry, please explain. How does a grenade sticking to a wall have a Rate Of Fire? Or did that abbreviation mean something else?

                        - PlasmaGun is by far the oldest of the guns in the pack, and even still subclassed (SUBCLASSED! Oh the shame...) from the Link. But frankly, quite a few people like it. Will receive a visual overhaul in the next version, promise.
                        "Nemephosis:
                        - the Orbital SHOULD be switching away, as frankly, you SHOULD not be able to have more than 1 ammo for it, as it's a superweapon. Did I mention SHOULD? Argl..."

                        doh. um, fix it anyway?

                        please? Look, don't make me beg here.

                        - "Is there any way you could lower the ROF on the laser tripbombs even just a bit?" I really don't understand that, sorry, please explain. How does a grenade sticking to a wall have a Rate Of Fire? Or did that abbreviation mean something else?"

                        Well when you put one on the wall you have to wait about two or maybe three secopnds before you can put another one on the wall. Every weapon has a rate of fire, it's how fast yuou can do stuff. This weapons ROF is astronomical. If there were even just a one second (1.5 tops) delay between placing charges it would be a lot better, especially considering how long it takes for the beam to activate.

                        Comment


                          #13
                          groan...
                          Looks like you'll all see v4.1 rather soon.

                          Mr.Evil:
                          - sure. The day I learn how to model or find someone who provides me with models, yes, custom models will be used. Until then I'm stuck with material magix...
                          - well, it uses pretty much the same code as the painter. Looks like I need to invent some repositioning routine, that again might take ages to replicate properly. Or just find a way to kill the beam faster. Ok. Once I get all the other stuff done I'll see about that.
                          - I'd like to. You have a command handy that enables a weapon to force player models to use the walk animation? I really don't know how this is handled.
                          - That with the missiles is simply not true. At least offline/server side. Since I received no complaints I wasn't aware it didn't work, sorry. Baaaad BetaTesters, baaad.
                          - ah well, Accessed:None hunting never seems to stop

                          Nemephosis:
                          - excerpt from the defaultproperties:
                          mWaitTime=1
                          FireRate=1.50
                          makes for a total of 2.5 sec. How fast do you want to be able to place them? Besides, you SHOULD be able to carry only a single LaserBomb at a time. Wait, did I say SHOULD again? Now really, how can you actually carry more than one? :noob:

                          Comment


                            #14
                            You can use something like
                            Code:
                            Instigator.SetWalking(true)
                            to force a player to walk.

                            Maybe I wasn't paying enough attention to the missiles movements, I'll try again later.

                            There are many places you can find free weapn models, such as http://www.planetquake.com/wworkshop/ and http://dynamic3.gamespy.com/~prefablab/main.shtml.

                            Comment


                              #15
                              "There are many places you can find free weapn models..."

                              great. how convenient. wasn't aware of that really.

                              Comment

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