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Flak Cannon 2K4 - Gives flak secondary it's old trajectory[FINAL][PC][PS3]

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  • replied
    Glad to help.
    You might want to edit your thread title to say PC and PS3.

    Leave a comment:


  • replied
    With your example INI file, I got it to work. Thanks a lot DazJW!

    PS3 version:
    http://files.filefront.com/USERDATAJ.../fileinfo.html

    Leave a comment:


  • replied
    Originally posted by CaptainSnarf View Post
    If I have a working PC mod, I should be able to run the cook tool and have it work for PS3 with no INI edits at all. That never happens. With all the magical stuff the editor does the least it could do is parse the INI file for you and put the correct values in it for PS3. Actually, no I don't even want to see an INI file for PS3. It's not like the PS3 has a text editor to edit them. The cook tool should work completely off the PC mod's ini file. I should give it a PC mod, click go, and it should spit out the binary blob that is the PS3 mod.
    One of mine looks like this:
    Code:
    [Mut_DZBowGun UTUIDataProvider_Mutator]
    ClassName=Mod_DZBowGun_PS3.Mut_DZBowGun
    FriendlyName=Spawn - Bowgun
    Description=Spawn with the Bowgun.
    bRemoveOn360=False
    bRemoveOnPC=False
    bRemoveOnPS3=False
    
    [Mut_DZBowGun_A UTUIDataProvider_Mutator]
    ClassName=Mod_DZBowGun_PS3.Mut_DZBowGun_A
    FriendlyName=Arena - Bowgun
    Description=Play a Bowgun only game with unlimited ammo.
    bRemoveOn360=False
    bRemoveOnPC=False
    bRemoveOnPS3=False
    
    [LoadForAllGameTypes]
    Package=Mod_DZBowGun_PS3
    Which is just the PC .ini with the weapon entry removed (which is something that stops the package working for some reason) and with the extra bit at the bottom.
    You're quite right it should be able to work it out itself because it's so blindingly obvious.
    And this particular package is _PS3 because I have a second version of the code to remove custom sounds, custom static meshes and configurable mutators.

    Originally posted by CaptainSnarf View Post
    Why does the cook tool change the package name? None of the PC mods package names conflict. The community has seen to that. Why would we suddenly use new names for PS3? Does the changed package name break package.class references?
    It doesn't change the package name, it does ask for a mod name but you just set that to your original one (ie the name of your folder in the Src folder). Again it should do this itself, it's particularly annoying when you try to do it quickly and find you've cooked a new mod with the name of the previous one you cooked.

    Originally posted by CaptainSnarf View Post
    If the PS3 doesn't support custom UI's, the cooker should give you an error but it doesn't. It just fails to work on the PS3. No errors. No log files. Nothing. It just fails with no explanation.
    Why it doesn't give an error about it like it does for meshes and sounds I don't know. I've just noticed UIs and meshes are not documented on the PS3 cooking page on UDN either, that only mentions sounds which is just stupid.

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  • replied
    please dont give up on ps3 please!!

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  • replied
    Didn't someone reply in another thread about PS3 cooking that you needed to use the uncooked files again when you cook for PS3 and not the cooked PC files? I can't find it offhand, and I'm multitasking here so if someone has that link it would be appreciated.

    Leave a comment:


  • replied
    If I have a working PC mod, I should be able to run the cook tool and have it work for PS3 with no INI edits at all. That never happens. With all the magical stuff the editor does the least it could do is parse the INI file for you and put the correct values in it for PS3. Actually, no I don't even want to see an INI file for PS3. It's not like the PS3 has a text editor to edit them. The cook tool should work completely off the PC mod's ini file. I should give it a PC mod, click go, and it should spit out the binary blob that is the PS3 mod.
    Why does the cook tool change the package name? None of the PC mods package names conflict. The community has seen to that. Why would we suddenly use new names for PS3? Does the changed package name break package.class references?
    If the PS3 doesn't support custom UI's, the cooker should give you an error but it doesn't. It just fails to work on the PS3. No errors. No log files. Nothing. It just fails with no explanation.

    Ultimately I do this stuff for fun, and if it's frustrating I just won't do it.

    Leave a comment:


  • replied
    i don't know much about the problem but many ppl say it's difficult it seems.. someone else could use a hand in this thread.. http://forums.epicgames.com/showthread.php?t=676637 thanks daz hopefully that guy joins your noble cause..
    Epic: Hire Daz

    Leave a comment:


  • replied
    Why does everyone have such problems with cooking PS3 stuff?
    The things I've done have always been really simple but there seems to be plenty of people who complain of struggling.

    What problems have you had?

    Leave a comment:


  • replied
    I tried and tried to cook it. I really, really hate the cooking process for PS3! I refuse to do it anymore! I spent more time trying to cook it than I did coding it! If anybody wants to cook this feel free.

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  • replied
    please cook this mutator guys.

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  • replied
    I loved the original flak cannon secondary fire. It was my best weapon. UT3 broke it in my opinion. I can actually hit with it again. This is awesome!!!

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  • replied
    Can some one cook this for us ps3 players please!!!!!!!

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  • replied
    This is fan-frikkin'-tastic - I can hit people with the flak cannon again using this (I was a huge flak cannon player in UT original, and the odd, nonlinear, shot-tilting was totally throwing me off). The problem, however, is that I assume this works like any other mutator and would thus mean that if you wanted to use it in a multiplayer match you'd have to force *everybody* to use the mod - which isn't really fair to those who have gotten used to the weird scaling.

    Is there *any* way to make this mod (or another modification that accomplishes the same task) apply only clientside?

    Leave a comment:


  • replied
    Originally posted by HideInLight View Post
    Something seems a bit off just can't get my head around it. It doesn't seem to travel as far as it's ut2004 counterpart. Another difference between the Ut3 version and Ut2004 is that the projectle mesh is very very small, in fact it's so small I don't think people even know it's there.

    That and the smoke trails that it leaves behind giving you some sort of feedback on it's trajectory.
    I guess Flak Cannon 2K4 was a bad name for this mutator. I just wanted to adjust the flak secondary a bit since so many people complained. I knew it would be a simple mutator.

    Here is the mutator. As you can see, it's very tiny The "If(CurrentFireMode == 1)" part was the latest change. woops
    Code:
    class UTWeap_OldFlak extends UTWeap_FlakCannon;
    
    simulated function Rotator GetAdjustedAim( vector StartFireLoc )
    {
    	local rotator R;
    	if(Instigator != None)
    	{
    		R = Instigator.GetAdjustedAimFor( Self, StartFireLoc );
    		if(CurrentFireMode == 1)
    		{
    			R.Pitch -= 1024; //wtf flak shoots way up
    		}
    	}
    
    	return R;
    }
    
    defaultproperties
    {
    	ItemName="Flak Cannon (2K4)"
    }

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  • replied
    Now if only the flak gun didn't require some stupid lock on or something for full gibbage kills

    Leave a comment:

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