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

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    From what I can tell, its only in multiplayer games.

    Its just the hosting computer that will crash. The other two just disconnect.

    I didn't realize 175.19 was out. I'll update to that and try again. I have a p35 chipset though.

    As far as the health vials go, I'm familiar with your semi-colon comment, so I'm definitely removing the right one.

    I'll go ahead and retest with the new drivers and see if that fixes it. I'll also send you that log asap if it crashes again.

    Thank you for taking time to look into things so closely.

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      The Minigun upgrade is kind of useless, because it has a low RoF and in addition to that a big spread. The barrels are ordered in a spiral and just 3 of 12 ( I think) are in use of them.
      It looks weird to have so many barrels, which are not in use.
      The other weapons are ok and I hope for more and upgraded weapons in future releases
      A possibility could be to make weapon upgrades, which represent every UT3 weapon. A Flakcannon-Sentinel could be fun near the flag .

      Last but not least I have a little request, I hope you can make it
      Could you make an ammunition mutator, which spawns crates randomly in the map, so Sentinel ammo would be independend from UT3 pickup bases, like Super Health, or Helmet. It is hard to get the Ammo in many maps, espacially with many players on it and making sentinel ammo spawn randomly, would make the game more sentinel heavy and pure pwnage .
      So the old pickups will still remain and we get enough ammo to build and to upgrade our Sentinels on high levels, which is IMO a lot of fun.

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        Originally posted by BiscuitWaffle View Post
        ...As far as the health vials go, I'm familiar with your semi-colon comment, so I'm definitely removing the right one...
        I haven't been able to reproduce that problem, so I don't know what's causing it. Wait until the next version (not long now) and see if it does still does it, since I changed a few things that might have an effect.



        Originally posted by Dark_Slayer View Post
        The Minigun upgrade is kind of useless, because it has a low RoF and in addition to that a big spread. The barrels are ordered in a spiral and just 3 of 12 ( I think) are in use of them.
        It looks weird to have so many barrels, which are not in use...
        I have to be careful with the minigun because an instant-hit weapon combined with a Sentinel's perfect aim gives only a fine line between too weak and overpowered. I'll decrease the spread a bit for the next version.

        The rate of fire is low (it's not really that low though; it's as fast as the Stinger) because it's not possible to have a weapon fire too fast or it starts to become framerate dependent - real miniguns might fire as many as 100 rounds per second, which would require at least 100fps. That's why it explains in the weapon's description that it has been deliberately limited.

        And it's 9 of 12 that are used. Note that only 1 of 12 is ever firing at once, which is the way miniguns are supposed to work.


        Originally posted by Dark_Slayer View Post
        ...I hope for more and upgraded weapons in future releases
        A possibility could be to make weapon upgrades, which represent every UT3 weapon. A Flakcannon-Sentinel could be fun near the flag .
        I will be adding more weapons, although I want to create new ones, not just copy UT3's weapons.


        Originally posted by Dark_Slayer View Post
        ...Last but not least I have a little request, I hope you can make it
        Could you make an ammunition mutator, which spawns crates randomly in the map, so Sentinel ammo would be independend from UT3 pickup bases, like Super Health, or Helmet...
        If you download the most recent version (beta5) you will see that I already added support for randomly spawned ammo.

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          If you download the most recent version (beta5) you will see that I already added support for randomly spawned ammo.
          w00t ?
          Nice to hear that, but where can I enable this option (I have beta5) ?
          In the sentinel ini I just find lines to replace pickups with ammo, but, as I said, I want the pickups to remain and the ammo additionaly spawning around the map.

          To the Minigun:
          You are right, it uses all rotating barrels. I tested it with gamespeed 0.10 :P

          Comment


            Originally posted by Dark_Slayer View Post
            ...In the sentinel ini I just find lines to replace pickups with ammo, but, as I said, I want the pickups to remain and the ammo additionaly spawning around the map...
            In UTMutator_Sentinel.ini, in the first section, labelled [UTMutator_Sentinel.UTMutator_Sentinel]. Random ammo should be enabled by default with the line bSpawnRandomAmmo=true. If you want only random ammo then comment out all the ReplacedPickups= lines by placing a semi-colon in front of them. Use MaximumAmmoQuantity to control how much ammo is spawned (you probably want a thousand or more for really big maps or they will be spread quite thin).

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              Aah, I got it, thank you very much

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                Mr. Evil i must say im verry proud that sentinel is going along nicely although theres a minor bug when you have custom weps on (unless useing the weapon replacement mutator) because you cant swamp to the deployer but the amou still respawns also i would like to know...who is working on this project with you???

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                  Originally posted by Yoshi_last View Post
                  ...when you have custom weps on (unless useing the weapon replacement mutator) because you cant swamp to the deployer but the amou still respawns...:
                  I'll take a look at that. Any custom weapons in particular?


                  Originally posted by Yoshi_last View Post
                  ...who is working on this project with you???
                  Warby was doing the models/textures, but now that they are finished it's back to being just me.

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                    WOW! I stopped playing UT3 for almost 1 year,and now a new Sentinel beta appeared.

                    Gonna test it.

                    Edit: Found one,when i deploy a sentinel,and change his weapon into flamethrower,the game crashes.
                    This happened on a custom game called Suspense Necris. Maybe that be the problem?

                    Comment


                      Ut3 hasn't even been out for a year.

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                        Yoshi I think it has to be the weapons, the sentinels play nice with everything I have tested them with. Here is a 4 min. video with [pbg]weapons, [pbg]vehicles, sentinels, relicsMaddness, Gibilicious, [pbg]PhysXtweak and the [pbg] tranZ

                        Question?

                        MaximumAmmoQuantity=500 does this mean max ammo a player can hold? or max amount of ammo being spawned?


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                          Great mod, i use the sentinel's on my invasion server, its alot of fun.
                          nl server: open 81.18.167.95:7777


                          Any tips on which upgrades to go for first and what's so good about that disturber firing those black hole thingies, does that have the same damage output as the rockets?

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                            Originally posted by dave neun View Post
                            ...MaximumAmmoQuantity=500 does this mean max ammo a player can hold? or max amount of ammo being spawned?
                            That's how much ammo is spawned in the map. I might rename it to make it less ambiguous.



                            Originally posted by Cyzmyass View Post
                            ...what's so good about that disturber firing those black hole thingies, does that have the same damage output as the rockets?
                            The Disturber can use its projectile to "zap" anyone nearby. The projectile itself does only a little damage, but zapping does a fair bit of damage (significantly more per second than rockets) and never misses, but it only works at long range.

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                              I notice that sometimes when players connect to the server, they are in spec mode and cant join, they have to reconnect to join in, was wondering if the server thought the sentinel's were taking up player slots?

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                                Some maps i can just about place a sentinel on the ceiling, but if i want to upgrade i cant because its out of range, if i can place the sentinel then i should be able to upgrade it!
                                Also increase range at which you can heal turrets, i dont want to stand on top of them to heal them.

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