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    Making a Tranz

    Hey guys!

    I was just wondering if anyone could show me how to make a new translocator (for UT2004) or if anyone had any links to tutorials for them.

    I've seacrhed everywhere and tried on my own but I've had no luck


    Thanks,
    Spart

    #2
    What do you mean by "new" translocator? Do you mean a new model? New/additional functionality?

    Comment


      #3
      Basically, What im trying to accomplish is:

      1. Remove the trans kill.
      2. Change the texture/look.
      3. Edit the speed and remove the camview blurring.

      I thought it would be simple, but it turns out I was wrong lol.

      Comment


        #4
        Those are all actually pretty easy, so I guess the next question is how much experiance do you have in UScript?

        Comment


          #5
          Well, so far I've made a custom Rifle (using a tutorial) and I've modified the Freeze Tag game (on my own).

          Thats the only experience I have really. So I understand most of what I'm seeing but I can't really make code off the top of my head or anything lol.

          Comment


            #6
            Removing the trans kill is modifying the check where it sees if you can transport (it's there it kills people not on the same team as you) The texture/look is modifying basic default properties (skin, staticmesh) camera blurring I'm not sure what you mean by that and speed, do you mean how fast you can re translocate, or how fast the actual translocator projectile flies?

            Comment


              #7
              By speed I mean how fast the projectile fires, and I think I can edit that part already, as well as the textures.

              By camera blurring I mean when you fire the trans it gets harder to see the farther it goes, and I don't need that

              Basically, my only issue now is removing the trans kill and getting it to work in the game.

              Comment


                #8
                Anyone have any tips for making trans?

                Comment


                  #9
                  The blur thing I've never noticed, but for the killing of people look under the function Translocate in the Transrecall Class (it's in xWeapons)
                  This is what you need to modify
                  Code:
                  	// verify won't telefrag teammate or recently spawned player
                  	for ( C=Level.ControllerList; C!=None; C=C.NextController )
                  		if ( (C.Pawn != None) && (C.Pawn != Instigator) )
                  		{
                  			Diff = Dest - C.Pawn.Location;
                  			DiffZ = Diff.Z;
                  			Diff.Z = 0;
                  			if ( (Abs(DiffZ) < C.Pawn.CollisionHeight + 2 * Instigator.CollisionHeight)
                  				&& (VSize(Diff) < C.Pawn.CollisionRadius + Instigator.CollisionRadius + 8) )
                  			{
                  				if ( (C.SameTeamAs(Instigator.Controller) || (Level.TimeSeconds - C.Pawn.SpawnTime < DeathMatch(Level.Game).SpawnProtectionTime)) )
                  				{ 
                  					bFailedTransloc = true;
                  					break;
                  				}
                  				else
                  				{
                  					if ( DiffZ > 1.5 * C.Pawn.CollisionHeight )
                  					{
                  						NewDest = Dest;
                  						NewDest.Z += 0.7 * C.Pawn.CollisionHeight;
                  					}
                  					else
                  						NewDest = Dest + 0.5 * C.Pawn.CollisionRadius * Normal(Diff);
                  					if ( Weapon.FastTrace(NewDest ,dest) )
                  						Dest = NewDest;
                  				}
                  			}
                  		}

                  Comment


                    #10
                    Thanks!

                    Right now all I need really is to compile it all and have a Mutator class (extends Mutator). Right now when I add the mutator, I can't even switch to my trans

                    Any help for that part??

                    Comment


                      #11
                      This will add your translocator to the default weapons list, if you wish to replace the old one I believe it's in slot 0
                      Code:
                      function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
                      {
                      	 local int x,i;
                      
                           bSuperRelevant = 0;
                      
                           if (Other.isA('xPawn'))
                           {
                                if( Other.isA('Monster') )
                                     return True;
                      
                                x = 0;
                      
                                for (i=0; i<16; i++)
                                {
                                     if (xPawn(Other).RequiredEquipment[i] != "")
                                          x++;
                                }
                      
                                xPawn(Other).RequiredEquipment[x] = "YourPackage.YourClass";
                           }
                      
                           return true;
                      }

                      Comment


                        #12
                        So I would add that in to the "extends Mutator" class??

                        Sorry I have alot of questions, Im just a lil new :P

                        Comment


                          #13
                          Yes and don't forget to replace "YourPackage.Yourclass" with the name of your package and the class of your translocator

                          Comment


                            #14
                            Thanks!

                            I got everything working prefectly! Only things left are the speed, removing the trail, and that **** Tranz Kill won't stop

                            Comment


                              #15
                              I'm sure you'll figure it out, as you understand the code more, I've pointed out the point you need to look at, and it's actually pretty obvious (I believe...)

                              Comment

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