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

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    I seem to be having troubles getting these to run on my server. I believe I have everything in its correct place however I am getting errors about missing AmmoPickupFactory. I fussed with it for about an hour last night and could not seem to get it to go. Here is a bit of my log, I am hoping it will help to figure out what I've done wrong.

    Code:
    Log: WARNING: Cooking Convex For Actor: UTAmmo_SentinelDeployer_Medium_0 Component: StaticMeshComponent_324 StaticMesh: LT_Mech.SM.Mesh.S_LT_Mech_SM_Cratebox02a (Scale: 0.300000 0.300000 0.300000)
    ScriptWarning: UTMutator_Sentinel vCTF-Suspense.TheWorld:PersistentLevel.UTMutator_Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplacement:00C1) Accessed None 'AmmoPickupFactory'
    ScriptWarning: UTMutator_Sentinel vCTF-Suspense.TheWorld:PersistentLevel.UTMutator_Sentinel_0 (Function UTMutator_Sentinel.UTMutator_Sentinel:CheckReplacement:00C9) Attempt to assign variable through None
    .u went into:
    \My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Script

    .upk went into:
    \My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC

    config went into:
    \My Documents\My Games\Unreal Tournament 3\UTGame\Config

    .int went into:
    \My Documents\My Games\Unreal Tournament 3\UTGame\Localization\INT

    is this all correct?

    thanks in advance man I know your busy..

    dave / bh


    got it, replacing small crates for health vials is a no no .. as noted on your site, thanks for these and gibolicious man they are awesome!

    Comment


      hello mr evil if you need any help codeing it id be glad to help out also you might want to know i was the one who came up with the upgrade requirement code thingy ask robster if you want he wasn't the only one who was involved.

      btw great job on it one thing tho adding deemer sents may cause a memory leak i experimented to see what ut3 can handle.

      it gets wierd with deemer explosions and often locks up i also can help with optimizeing AI script

      Comment


        Code:
        //=============================================================================
        // Upgrade functions:
        //=============================================================================
        
        function bool CreateUpgrade(class<baSentinelUpgrade> NewUpgradeClass, optional class<baSentinelUpgrade> Baseclass)
        {
         local baSentinelUpgrade NewUpgrade;
        
         //log(newupgradeclass$" checking");
        
         if(!AllowUpgrade(NewUpgradeClass))
          return false;
        
         //log(newupgradeclass$" ALLOWED");
        
         NewUpgrade = spawn(NewUpgradeClass, self);
        
         if(NewUpgrade != None)
         {
          if(Upgrade != None)
           Upgrade.AddUpgrade(NewUpgrade);
          else
           Upgrade = NewUpgrade;
        
          NewUpgrade.SetBase(self);
          NewUpgrade.InitFor(self);
        
          if(NewUpgrade.IsA('baSentinelWeapon'))
          {
        
          if(baseclass != none)
           {baseupstring=baseclass;}
          else
           {baseupstring=none;}
        
           if(SWeapon != None && sweapon != baSentinelWeapon(NewUpgrade))
            SWeapon.RemoveUpgrade();
        
           SWeapon = baSentinelWeapon(NewUpgrade);
        
           Upgrade.ChangedWeapon();
           Controller.ChangedWeapon();
          }
        
          return true;
         }
        
         return false;
        }
        //====================================================================
        //NEW upgrade requirement checking for upgrade section by vaptor
        // allows me to hide upgrades without makeing extra checking statements
        //=====================================================================
        simulated function bool Checkupgrade(class<baSentinelUpgrade> NewUpgrade,class<baSentinelUpgrade> needed, optional class<baSentinelUpgrade> Baseupgrade)
        {
            //log(newupgrade);
        
            if (HasUpgrade(needed)) // Hide if false add to upgrade list if true
                    return True;
            else
                    return false;
        }
        simulated Function bool CheckSuper(class<basentinelUpgrade> newupgradeclass)
        {
             if(Sweapon != none)
          {
           if(sweapon.default.baseclass == newupgradeclass)
           {
           return True;
           }
          }
          if(bsuperon && (newupgradeclass.default.bsuper || newupgradeclass.default.bsuperweapon))
          {
           return false;
          }
          else if(!bsuperon && (newupgradeclass.default.bsuper || newupgradeclass.default.bsuperweapon))
          {
           return true;
          }
        
           return false;
        }
        
        //Prevent upgrades here.
        Simulated Function bool Adoverride(class<basentinelupgrade> newupgrade)
        {
        local bool bmatched;
        local int ic;
        
         Bmatched=false; //  start off false then let the check run
        
         for(ic = 0; ic < Blocked.Length; ic++)
         {
          if(blocked[ic] != none)
          {
           if(Blocked[ic] == Newupgrade)
           {bmatched=true;}
        
           if(bmatched)
            Break;
           else
            continue;
        
          }
         }
         return(bmatched);
        }
        
        // updated to be more streamlined and less error prone
        simulated function bool AllowUpgrade(class<baSentinelUpgrade> NewUpgradeClass)
        {
         local string strName;
         //local basentinelupgrade swatch;
         //var class<actor> AClass;
        
         if(NewUpgradeClass == None)
         {
          return false;
         }
         else if(checksuper(newupgradeclass)) // ok now we ignore the string and try something diff
         {
          return false;
         }
         else if(HasUpgrade(NewUpgradeClass))
         {
          return false;
         }
         else if(Adoverride(NewUpgradeClass)) // added for enchanced configs
         {
          return false;
         }
         else if (newupgradeclass.default.Reqclass != none)
         {
          if(newupgradeclass.default.baseclass != none) // if the class has a base type hide it to make room for next level one
          {
           Return(CheckUpgrade(newupgradeclass,newupgradeclass.default.Reqclass,newupgradeclass.default.baseclass));
          }
          else // if it dosen't have a base class don't look for one.
          {
           Return(CheckUpgrade(newupgradeclass,newupgradeclass.default.Reqclass));
          }
         }
         else if(newupgradeclass.default.reqclass == none)
         {
          return True;
         }
         //warn("conditions were skipped when checking upgrades!");
        
         //-------Super weapons special disallow switch added --------- Warning this caused crashes
               //------------if you do disable the super weapons your a wuss!!!!---------
        
         strName = string(NewUpgradeClass.Name);
         //log("Allow upgrade error for"$strname);
         return true;
        }
        
        //Returns true if this upgrade has already been applied.
        simulated function bool HasUpgrade(class<baSentinelUpgrade> NewUpgradeClass)
        {
         local baSentinelUpgrade U;
        
         //log(newupgradeclass);
         //log(Upgrade);
         if(Upgrade == None)
          return false;
        
         for(U = Upgrade; U != None; U = U.NextUpgrade)
         {
          if(U.Class == NewUpgradeClass)
           return true;
        
          //Just in case the list turns into a loop.
          if(U.NextUpgrade != None && U.NextUpgrade == Upgrade)
           U.NextUpgrade = None;
         }
        
         return false;
        }
        upgrade Levels were implemented partly cause ppl started complaing about the following

        1.super weapons spawn camping ****** a ton of ppl off. had no choice but make it so they can get the weapons but not right away so ppl can kill off the sent before it becomes a super weapon.

        2. ppl wanted more upgrades also ut2k4 started acting screwy after the upgrade array exceeded 54 items.
        after hitting 50 items, disabled upgrades would turn on and random upgrades were missing from list.

        (yes i did add a massive number of upgrades and it forced me to try to streamline upgrade checking by string names in defaults it worked quite well too)

        Code:
         UpgradeClasses(14)=Class'sentsv24.baSentinelBioGun'
             UpgradeClasses(16)=Class'sentsv24.baSentinelFlakCannonx'
             UpgradeClasses(18)=Class'sentsv24.baSentinelMinigunMED'
             UpgradeClasses(19)=Class'sentsv24.baSentinelMinigunLG'
             UpgradeClasses(20)=Class'sentsv24.baSentinelDisturberGun'
             UpgradeClasses(21)=Class'sentsv24.baSentinelRocketLauncher' <--mr evil's
             UpgradeClasses(22)=Class'sentsv24.baSentinelRockGun' <-- homing missles
             UpgradeClasses(23)=Class'sentsv24.baSentinelShockCannon' <-- mr evil's
             UpgradeClasses(24)=Class'sentsv24.baSentinelBLASTCANNON'
        
             UpgradeClasses(25)=Class'sentsv24.baSentinelVortex' <- chaos ut still hates me
         even tho i used none of their models i asked nicely too before i worked on it but they are mean people!
        
             UpgradeClasses(26)=Class'sentsv24.baSentinelDEEMER' <- redeemer sentinel ya its here
        also this isn't all the upgrades theres far too many to list here

        Comment


          ah, yes i remember your mutator ... "Vaptor's Sentinel Upgrades" orso, right? used it alot back then, combined with my own sentinel weapons/addons.

          Comment


            Originally posted by BuffyTheSlayer View Post
            like Probe droid in Star Wars ... ?
            I would quite like to do something like that, but it would be a separate mutator.


            Originally posted by dave neun View Post
            I seem to be having troubles getting these to run on my server. I believe I have everything in its correct place however I am getting errors about missing AmmoPickupFactory...
            So you get those errors when you try to replace health vials, or do they happen at any other time too?


            Originally posted by Vaptor View Post
            hello mr evil if you need any help codeing it id be glad to help out also you might want to know i was the one who came up with the upgrade requirement code thingy ask robster if you want he wasn't the only one who was involved...
            I already talked with robster, who told me what you had done; I'm glad it all worked out so well while I was gone.

            I don't require any help with coding. Feel free to create your own stuff to go with the mutator though, since there is quite a lot of stuff requested that I won't add. Put it in separate packages and let me know if there are any features you require to be implemented in the main Sentinel code for it to work.

            Comment


              Loving this. Some things, are you going to work on GUI menu soon? Would be nice to have options. I noticed that sometimes health vials won't be sentinel ammo (if too close usually 1 becomes a ammo while the rest don't).

              If you get a GUI menu working, it would be great if you added options (or full features) like;

              - Heal Sentinels with Linkgun (after i started upgrading the sentinels, i couldn't heal them again, just would work) - Why? Because i find that the Sentinels are like stationary vehicles, like the Turrets, so why shouldn't we be able to heal them with the link gun?

              - Cost counter (for us to choose) for i find my self just searching endlessly for ammo

              - Starting ammo, give us like a set# of ammo to work with, maybe 100 so we can build one then search for ammo to upgrade it with.

              - Kills/damage from Sentinels or too sentinels gives Sentinel ammo.

              - Upgrade (costs 80) that allows for automatic healing... this would only happen if you didn't put the feature/option of heal the sentinels with the link gun

              - Option to set the Sentinel limit.

              - Option to set the Sentinel Ammo limit.

              - Give them the turret code wise, so there names don't show up in the player list, Plus then AVRiL's would be able to lock onto them, as well as you'd be able to heal them.

              - Killing players and vehicles gives you Sentinel ammo ( Larger vehicles gives you more Sentinel ammo)


              Any chance of adding any of this stuff in? Really loving this mod.



              Originally posted by ScorpDK View Post
              Okay, time since i last posted, i made some (huge) progress on my custom weapon head, the Sonic Emitter. Any of the slower ground vehicles is a easy pray to the weapon, while fast moving ground or air vehicles are almost impossible to get unless the turret has enough time to prepare a well-aimed shot (i included a "detector" no-combat sentry weapon to create a big detection field that the other turrets can take benefit from).
              Any infrantry getting close to the sonic field gets their flesh ripped from their bones (except robots <.<), and all but the most heavy vehicles will get smashed by the powerful projectile.

              Current steps before a beta would be:
              *Sonic Emitter - Turret should ignore Air Targets, because it can't hit them anyway
              *Projectile should act as if crawling over the ground, rather than flying
              *Need new head mesh (using MOG)
              *Need to work on the particle effect
              *Need to add sounds

              Some trouble came with it, too

              First issue is for Mr.Evil: The custom headmodel doesn't cloak with the rest of the mesh, even if it uses the same code as the MOG, but not making it a archclass.

              Second issue is about the particles (figured out how to make effects, on my own, as usual XD) ...sometimes i see ALL particles, sometimes only half of them (there's lots of big particles around the mesh effect, to recreate the CnC III style look)
              Guess i'll have to tone down the amount of particles and remove those you can't see anyway.


              Some new feedback:
              *Bots detect invisible turrets even if they don't do anything but wait for enemies to enter firing range. My "Detector" head never attacks, yet is constantly harassed by enemy fire...had to include a health-regeneration bonus into his script so it would not be blown apart constantly.
              Making the Threat script of the turret base dynamic would help.
              *Turrets linked to each other sometimes don't notice the enemy who stands behind their backside, even if the enemy is in visual range of another turret of the group :O

              Hmmmm...i could have posted this in a new topic, but it's not worth it until i really got something done.
              Is the Sonic Emmiter going to be included in the next beta of Sentinels?


              Will you be adding any new Sentinels or Upgrades in Beta 3 Evil (like with new meshes)?
              It'd be nice to have some that are strictly AVRiL like (high cost maybe) that are horrible with troops but quite effective against Vehicles
              Maybe some upgrades which increase rate of fire (the norm sentinel would greatly get a boast from this)

              If you need any other ideas for sentinels i got a ton of ideas which would be awesome (some quite crazy... like double the size Sentinels that are Goliath's cannon (use current default sentinel and maybe add Goliaths cannon)... another which would sort of lob either a huge amount of bio goo some distance to block an area or it would launch a plasma bomb of sorts (covenant tank) which just falls and explodes, an MG turret thats goof for medium range to close infantry/ light vehicle combat (the turret from the Goliath would be it)).

              A sentinel which fires a shock rifle beam and can create combos

              Shield Sentinel; simply put, it'd be the Paladins cover shield, that'd be it mostly, could be upgraded to have fully 360 degree coverage.

              Comment


                No one cares? *Sigh*.

                Bump.

                Comment


                  I do but I'm afraid to be banned for bumping this thread too much.

                  Comment


                    Did someone say you'll be banned cause you've bumped the thread too much? Now that is just plain silly.

                    Comment


                      Nope not at all But alot of forums do it.

                      I agree the repair function needs an overhaul, perhaps a beam like the link that just takes sentinel ammo instead, that should ignore the Molecular shield.

                      Also you should be able to upgrade the turrent turning speed greatly.

                      Comment


                        I find it annoying that we have to repair it with Sentinel ammo... its already so scarce (plus i can't even repair them anymore for an odd reason, only can get the upgrade menu).

                        I say either use the Link gun to repair it with just a lost of link gun ammo, or have as you said, but add the link gun alt fire to repair it as an option.

                        yeah, I was wondering why the speed wouldn't change. It really needs a Gears-like upgrade (maybe two).

                        I haven't noticed, but is there a upgrade that gives a faster rate of fire/ recovery for fire? If not, it really should have a upgrade for that.

                        Also, another idea, maybe an upgrade to the default sentinel, which adds two barrels around it (all 3 spin around) and now it can fire 3 projectiles at the same time, or maybe staggered fire.

                        Creation of another third Sentinel style (ground and ceiling already made), but create a wall turret (unless i suck and i can't get them to go on walls), so it'd be like a half/half of each turret, greater range of mobility, so even faster then the ceiling turret and projectile wise, maybe a slower fire rate (1 or 3 more damage per hit) then the ceiling sentinel... or something, whatever it would be, this would be an excellent sentinel since you could easily put it on the sides of most vehicles.


                        Also, Mr. Evil (i really gotta stop thinking of ideas), but someday, a upgrade system should be set in place for these turrets.

                        Add it so to get the upgrade screen, all you have to do is be near enough to a sentinel (on your team) and press the E key (or whatever its mapped to). I think that'll make it a tad less hectic to upgrade them when in the middle of a massive war.

                        Comment


                          you can make all the upgrades yourself, it's just coding...so if it lacks something, add it (that's how i see things about mutators, atleast)

                          Personally, i think i wouldn't get along with a upgrade that increases fire rate beyond it's current speed XD. The turrets are hard to take down as-is, no need to get wasted before even being able to fire 2-3 linkgun bolts. Imagine bots preferring such upgrades for their spammed turret emplacements...would be scary.

                          Is the Sonic Emmiter going to be included in the next beta of Sentinels?
                          Unless Mr.Evil decides to include something like it by himself, it won't be...
                          i'll release some upgrades of my own once he releases his mutator, but i want to see his finished scripts before i finish my own (missing stuff in the exported scripts, makes it hard to add new goodies)
                          Anyway, let's wait patiently, we all know he didn't drop the project =D
                          right, Mr.Evil? *holds torch and pitchfork up* XD

                          Comment


                            Gotcha. Good Luck with your upgrades Scorp. I just have too many ideas (many as you've shown, are a tad bit stupid).

                            Comment


                              Hey! This is EXACTLY what I was looking for in a custom weapons mod I was going to make when I learned more about UnrealScript!

                              If you gave us the source code, that would be VERY helpfull!


                              Trying this now.

                              Comment


                                nice!!! can ya pm me how ya made it? cuz i don't understand the ut3 ed for pc

                                Comment

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