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Re: My contest entry

My dad is flying in today so I'll be mostly afk until at least the first of next week. If you feel up to it later on we can work out the deets.
by JackGriffin
Wed Oct 17, 2018 2:51 pm
 
Forum: General Discussions
Topic: My contest entry
Replies: 5
Views: 132

Re: Does bParticles add particles onto each vertex of a mesh

In the more advanced mesh commands that 227 has you can influence individual points in the mesh. You can attach emitters, spawn effects, really anything. I've seen tests where skaarj have glowing red eyes for example. You should look at some of the things Qtit did.
by JackGriffin
Wed Oct 17, 2018 4:12 am
 
Forum: Coding, Scripting
Topic: Does bParticles add particles onto each vertex of a mesh?
Replies: 2
Views: 70

Re: My contest entry

Hop on my TS, you can co-create this with me. I don't mind if you join in. @paper- In the gametypes I'm using as a template you have to swap guns at times because you can't carry very many. I started to use that dynamic here but in testing with bots there just isn't time. Most rounds are very chaoti...
by JackGriffin
Wed Oct 17, 2018 4:07 am
 
Forum: General Discussions
Topic: My contest entry
Replies: 5
Views: 132

My contest entry

Let me start off first with something we all know but I'm going to just say it again.... Ferali is just fucking awesome. Like legit awesome. Yeah, you know...We all do. He deserves the praise though. For my contest entry I really wanted to fix my stupid battleground clone gametype but the non-workin...
by JackGriffin
Tue Oct 16, 2018 3:21 pm
 
Forum: General Discussions
Topic: My contest entry
Replies: 5
Views: 132

Re: Interesting observation on pathnode selection

malfunction of your code How dare you! Harumph!! I did a bit of research and there are a few mentions of this from past years so I feel a bit better about it. I made great progress yesterday on my project so I kinda put this on the backburner but I'm for sure going to mod up a test and see if the b...
by JackGriffin
Mon Oct 15, 2018 2:50 pm
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 5
Views: 149

Re: When testing - re-building vs no build ?

It's actually a good habit to have. Countless times I've moved a brush I had highlighted and wasn't aware and the rebuild showed the changes. If you catch it that fast you can easily fix it but small misalignments that you don't catch can compound over time.
by JackGriffin
Mon Oct 15, 2018 2:58 am
 
Forum: Coding, Scripting
Topic: When testing - re-building vs no build ?
Replies: 6
Views: 124

Re: The AWESOME Mapping Contest

What it contains doesn't matter nearly as much as the fact that they are still paying attention to us here. That means way more than a t-shirt.
by JackGriffin
Sun Oct 14, 2018 11:23 pm
 
Global announcement: The AWESOME Mapping Contest
Replies: 98
Views: 2945

Re: Interesting observation on pathnode selection

I just don't know if this is confirmation bias or not but that seemed to fix it. After a few tests the selected spots seem much more random. Thanks Nels.
by JackGriffin
Sun Oct 14, 2018 3:11 pm
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 5
Views: 149

Interesting observation on pathnode selection

The last few days I'm using this: NavPoint = Rand(NumPoints); to find 5 random pathnodes throughout the level. To my surprise it has a real tendency to select either the same node or one very close to it many more times than pure chance would allow. Is this something you have seen in anything you've...
by JackGriffin
Sun Oct 14, 2018 5:47 am
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 5
Views: 149

Re: Changeing the "color" of the darkness?

It's for the 227 Unreal update but there is a non-light actor. Think of it as a negative light, you can use it to place darkness. The effect is quite unsettling when done correctly and would be just what you needed for this. Sadly, it won't work in UT. Still you can do some changes by adding a very ...
by JackGriffin
Sat Oct 13, 2018 3:06 pm
 
Forum: Coding, Scripting
Topic: Changeing the "color" of the darkness?
Replies: 5
Views: 128

Re: Always relevant ScriptedPawns in MonsterHunt

I'm actually scared to look at it because I know how bad it probably looks... Before you get down on yourself in the slightest you need to know the joy you've brought to so damn many people. MH coding and development has been my hobby for years and it has provided a foundation for entire clans. A l...
by JackGriffin
Thu Oct 11, 2018 3:08 pm
 
Forum: GameTypes
Topic: Always relevant ScriptedPawns in MonsterHunt
Replies: 13
Views: 283

Re: The AWESOME Mapping Contest

Well, let's go ahead and get this out of the way then. The map I'll be submitting is DM-Deck16][. Yes, that one in your maps folder. <exhales slowly> Yes, I know it's an existing map. Yes, I know it's not 'my' map. The contest stipulates and I quote come up with an unusual idea and I happen to think...
by JackGriffin
Thu Oct 11, 2018 4:15 am
 
Global announcement: The AWESOME Mapping Contest
Replies: 98
Views: 2945

Re: Mover's CrushWhenEncroach with bots solution

I think that one was a triggered zone.
by JackGriffin
Wed Oct 10, 2018 11:03 pm
 
Forum: Mapping
Topic: Mover's CrushWhenEncroach with bots solution
Replies: 5
Views: 100

Re: TAMC- CTF- Under (WIP)

Bob and I messed with cell shading some. It works, it's just not very pretty like borderlands.
by JackGriffin
Wed Oct 10, 2018 11:02 pm
 
Forum: Mapping
Topic: TAMC- CTF- Under (WIP)
Replies: 6
Views: 143

Re: How to add a Mover extended actor to the AddMover list?

You will probably need a custom button for this. I doubt UEd populates any sort of list of subclasses and then tries to apply those. I'd think that list is hardcoded into the button.
by JackGriffin
Wed Oct 10, 2018 3:45 pm
 
Forum: Mapping
Topic: How to add a Mover extended actor to the AddMover list?
Replies: 3
Views: 37
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