Dear God, thank you. Amazing work Evil.
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"Sentinel" Automatic Cannon [Pics] [Beta11] [Updated]
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Originally posted by Tailsnake View Post...Since there aren't any custom models are you willing to attempt to cook this for the PS3 or is this a strictly PC only beta?
Originally posted by BuffyTheSlayer View Post...maybe next version have Redeemer sentinel too ?
Originally posted by Kyllian View Post1. Holy **** the RocketLauncher is nasty. Tho maybe a little too nasty, even a partial blast of rockets can knock a Bender on it's side
2. Something should be added to the ReadMe about ReplacementPercentage(I was originally gonna post that it doesn't replace all the HealthVials before I double checked the config)
3. I was unable to configure the mut ingame, had to tweak the Ini
4. Once you apply Molecular Shields to a ground Sent, you have to enter the shield to tweak it further
5. When the gun barrel comes into contact with you while tweaking a ground Sent your view gets bounced up and down until the barrel passes
2) I will write a more detailed readme eventually, I just didn't want to fill too many pages only for a beta, which is still subject to change.
3) There is no configuration menu. Some of the configuration options are quite complex, which would be hard to do with a GUI, but I'll give it a go when I'm feeling braver.
4) That's by design. The shield is a powerful defence, but has drawbacks too.
5) I know, and I should have put that in the "known bugs" in the readme. Unfortunately I haven't yet worked out a way to fix it while still allowing the barrel to be hit by weapons.
Originally posted by Kyllian View Post4. Some kind of "Spy Sentinel". Has no weapons, just really good sensors, a small profile and plenty of armor. All it's good for is sending enemy data to networked sentinels on your teamI would have done it already, but I wanted it to make everything it can see appear on your map, which is not currently feasible in UT3. Until then, a Ceiling Sentinel fitted with the sensors and a Grenade Launcher does quite well.
Originally posted by ANick View Post...Anyway it pushed and ill tinker around with the settings because by default its hard to gain enough peices to deploy before getting killed. Then you lose the peices if you get killed so ill mess with the ini to see...
Originally posted by MasterB View PostAdded:
I think the ZIP file may be zipped with the incorrect directory structure.
I follow the install directions and it seemed a directory was missed (I have CookedPC then Published, You don't have CookedPC).
I moved the directories/files and it is running fine.
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I uploaded a zip with a fixed directory structure, and added this to the first post:
The zip file I originally uploaded had an erroneous directory structure. If you downloaded it before now, you can fix it by moving the three folders Localization, Script and Sentinel from UTGame\Published\ to UTGame\Published\CookedPC\, creating the directory if it doesn't already exist. You don't have to download the zip again.
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Evil can you make it so I can set "Infinite" for the ammo/pieces that way I will allways be able to deploy and I can set the max deployable to 3 or whatever.
Then if im killed or my player/deployer is killed then it is gone but when I respawn I have the ablility to deploy agian right away.
I think this would be better and also would take out having to config all the ammo replacements or go search all around for pieces taking away from normal gameplay too much ect.
Have it be configurable both ways. Also add all the possible replacement classes in the .ini using non active or ; so I can just go in and set which ever I choose to be active instead of me having to find a class and add it.
Like if enforcer_ammo then for me to make a replacement now I have to find the class and add lines in the .ini ect and that can be kinda tricky for new users ect.
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