Announcement

Collapse
No announcement yet.

"Sentinel" Automatic Cannon [Pics] [Beta11] [Updated]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    While i am also a RuneStorm fan, i still am not convinced that a single gun can outdo this sentry-gun deployer. Especially because there's lacking info about what the weapon does in the first place...sure, it got some bending and swirling energy...but WHAT exactly does it do? XD

    Played with the new pack my usual style on the Faces CTF from Epic's Bonus Pack...except this time, the flag "coffin" had a flamethrower on it...pretty neat defense... while before, the minigun did very little to stop the enemy, and the rockets were too slow to get them all when they grouped up, even if the MOG blasted them to the ground.
    Now, they get cooked while they charge-in, and if one is lucky enough to survive the inferno, the MOG kicks him back and the flag drops

    Comment


      Hopefully they don't run off when your not looking.

      "Okay I'm back... hey, were'd my cloaked flamethrower turret go?"

      I smell shinanigans.

      Comment


        The beta 4 crashes sometimes in deathmatch...while some sentinels explose

        Comment


          This is so awesome!

          It would be cool to be able to put whatever gun you have equipped onto it.

          Comment


            man i realy love the sentinal cannon but could you put in more weapons like the link gun or something cool like idk LIKE some sort of weapon from some sort of game ( idk wtf i was typeing im guessing i was drunk or something?) love it

            Comment


              well I just installed them onto my server and they seem to run okay. I have crates, though it seems only if I kill a opponent manned vehicle. At that point it throws random crates out and I am able to use them. It is nice to have these back! I been missing them a bit as have a lot of our regulars from 2k4.

              Thanks for makin em man

              dave/bh

              Comment


                Originally posted by The_wolf27 View Post
                The beta 4 crashes sometimes in deathmatch...while some sentinels explose
                Could you please email me the log file after this happens (you can find it in My Documents\My Games\Unreal Tournament 3\UTGame\Logs and it's the one named Launch.log)? Are there any more specific conditions where it happens, e.g. does it happen when they have a particular weapon, or when killed in a particular way?



                Originally posted by dave neun View Post
                ...I have crates, though it seems only if I kill a opponent manned vehicle. At that point it throws random crates out and I am able to use them...
                You mean the mutator fails to replace any pickups with crates?

                Comment


                  Originally posted by Mr Evil View Post
                  You mean the mutator fails to replace any pickups with crates?
                  yes, unfortunately I am still having troubles with the ammo swap, it doesn,t seem to work on my server. Everything else does w/ np.

                  gonna go retrieve some logs so you can see whats up..

                  [CODE]Log: WARNING: Cooking Convex For Actor: UTAmmo_SentinelDeployer_Medium_0 Component: StaticMeshComponent_154 StaticMesh: LT_Mech.SM.Mesh.S_LT_Mech_SM_Cratebox02a (Scale: 0.300000 0.300000 0.300000)
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTArmorPickup_Helmet_0 with UTArmorPickup_Helmet
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTArmorPickup_Thighpads_0 with UTArmorPickup_Thighpads
                  Log: WARNING: Cooking Convex For Actor: UTAmmo_SentinelDeployer_0 Component: StaticMeshComponent_158 StaticMesh: LT_Mech.SM.Mesh.S_LT_Mech_SM_Cratebox02a (Scale: 0.400000 0.400000 0.400000)
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_SuperHealth_0 with UTPickupFactory_SuperHealth
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_SuperHealth_1 with UTPickupFactory_SuperHealth
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_SuperHealth_2 with UTPickupFactory_SuperHealth
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_SuperHealth_3 with UTPickupFactory_SuperHealth
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTArmorPickup_ShieldBelt_1 with UTArmorPickup_ShieldBelt
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTArmorPickup_ShieldBelt_0 with UTArmorPickup_ShieldBelt
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_Berserk_1 with UTPickupFactory_Berserk
                  ScriptWarning: UTMutator_Sentinel VCTF-pbg-HostilityArena.TheWorld:PersistentLevel.UTMutator_ Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplace ment:0132) Failed to replace UTPickupFactory_Berserk_0 with UTPickupFactory_Berserk
                  Log: WARNING: Cooking Convex For Actor: UTAmmo_SentinelDeployer_Small_0 Component: StaticMeshComponent_176 StaticMesh: LT_Mech.SM.Mesh.S_LT_Mech_SM_Cratebox02a (Scale: 0.200000 0.200000 0.200000)
                  [CODE]

                  My server ip is 8.6.4.84:7777 please take a minute and scope if you like, also I am gonna send you an email with some admin info for my server so you can get in and look at it if you want to see if everything is proper.

                  dave / bh

                  Comment


                    I was wondering if it was possible to take a weapons missile system from o lets say the Cicada and put them on o lets say the Brumak from Gears of War. On top of that would it be possible to have that final creation replace the Darkwalker?
                    Cicada

                    Brumak



                    Also I was wondering if you could take the Darkwalkers main cannon thing and the targeting system from the Avirl to make a weapon similar to the Hammer of Don from Gears of War?

                    pleases comment and if you would like to help with these mods just let me know

                    Comment


                      Originally posted by dave neun View Post
                      yes, unfortunately I am still having troubles with the ammo swap, it doesn,t seem to work on my server...
                      The fact that those warnings appear in the log says that the mutator has found something to replace with ammo, but then failed to actually spawn the ammo. I can't think of any case where that would normally fail, so my guess is that some other mutator is deleting the ammo as it spawns. I'll download and test the mutators you have running to see if that's so, and I'll drop by your server sometime too.



                      Originally posted by tmarsh388 View Post
                      I was wondering if it was possible to take a weapons missile system from o lets say the Cicada and put them on o lets say the Brumak from Gears of War. On top of that would it be possible to have that final creation replace the Darkwalker?..
                      Anything is possible, it's just a matter of how hard.

                      Comment


                        cool man thank you ..

                        Comment


                          Anything is possible, it's just a matter of how hard.[/QUOTE]

                          Good to know!

                          Comment


                            Beta 5 is done. First posted edited to reflect that. Here's the list of changes:
                            * Removed team beacon (unnecessary now that there are team-coloured lights on the Sentinels' skins).
                            * Fixed Sentinels still able to fire after being destroyed due to spawning underwater (trying to deploy underwater now only makes a sound and uses no ammo).
                            * Added ability to set people on fire to flamethrower, and added burning hit/death effects.
                            * Added mutator option to not give players the Deployer.
                            * Fixed flamethrower not doing damage to powernodes if it hit the top part.
                            * Added SentinelConfigurationActor actor, placeable by mappers to provide configuration in the absence of the mutator.
                            * Added mutator option to ignore map settings when a map has a SentinelConfigurationActor.
                            * Added bSpawnRandomAmmo and MaximumAmmoQuantity options to main mutator, to help make the total amount of ammo more consistent between maps.
                            * Changed Deployer to refuse to deploy within a certain distance of enemy spawn points (Sentinels already within range when spawn points change teams are not affected, nor are ones that arrive by other means, e.g. driven there on a vehicle).
                            I would appreciate feedback on the new random ammo spawning. Hopefully it will fix the problem of some maps not having enough ammo because they don't have any pickups to replace. Currently only small crates are spawned, but I may change it to a mixture of sizes. Note that currently the bots can't see the randomly spawned crates (I'll fix that for a later version).

                            Comment


                              I've only found that with the random spawning ammo, or least in this version, my bot allies seem to dislike deploying any turrets now.

                              I still find turrets too weak and in dire need of a repair feature.


                              In Beta 6, could u please make it so you don't spawn with the turret deployer? Also, i'm guessing your working on a actual turret deployer model instead of that grapple from the hoverboard?

                              The randomly spawned ammo, will if spawned on a teleport cause it to no display the picture inside it... that or i forgot if the two bottom telelporters (the 2 next to the shock rifle) in facing Worlds were always blank to begin with).


                              Also, you mentioned something with a option, well you can't configure the mutator, and if you won't add it as a mandatory feature, it'd be cool as a option to have however many turrets a team can have, as well as a option to increase turret health (i find they go down WAY too fast).

                              Comment


                                Originally posted by Mr.UglyPants View Post
                                I've only found that with the random spawning ammo, or least in this version, my bot allies seem to dislike deploying any turrets now.

                                I still find turrets too weak and in dire need of a repair feature.


                                In Beta 6, could u please make it so you don't spawn with the turret deployer? Also, i'm guessing your working on a actual turret deployer model instead of that grapple from the hoverboard?

                                The randomly spawned ammo, will if spawned on a teleport cause it to no display the picture inside it... that or i forgot if the two bottom telelporters (the 2 next to the shock rifle) in facing Worlds were always blank to begin with).


                                Also, you mentioned something with a option, well you can't configure the mutator, and if you won't add it as a mandatory feature, it'd be cool as a option to have however many turrets a team can have, as well as a option to increase turret health (i find they go down WAY too fast).
                                Bots don't deploy so often because they don't know that the random ammo is there, so they don't collect it. Bots are stupid like that, but I know how to fix it for the next version.

                                Sentinels have 1000/700 health for floor/ceiling respectively, which was enough in UT2, but they do die rather too quickly in UT3. I'll probably make them absorb a percentage of damage by default, but I'm waiting until I can get more playtesting done in multiplayer with real people before making any drastic balance changes.

                                I did add a feature to not spawn with the Deployer. You have to edit the ini to change it (I'm not writing a GUI until at least 1.0 final, because it might all go to waste if I make any large changes before then).

                                Comment

                                Working...
                                X