(Even team games, but especially team games because then the admin could summon a lot of tanks and have them all used at the same time!)
And yay, a GitHub! I was waiting for you to make a repository so I could fork it

...any chance you might develop something along those lines?Feralidragon wrote: ↑Mon Aug 20, 2018 11:38 amFlying vehicles are the easiest to do: simple physics, and no animation if you don't want to, and have been proven to work well in UT99 through popular mods such as Strangelove and Rocket-X (which originated from the former).
The same with hovering vehicles.
Similar to editing a map with monsters on it, but a tad more tricky... but remarkably similar to WarCraft & Starcraft.Gustavo6046 wrote: ↑Fri Mar 04, 2022 5:42 amHow would you add tanks to a map that does not have them already in it?
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Summon via "mutate veh ..." work for any player and vehs visible for all players. But need proper setup on server for this.Gustavo6046 wrote: ↑Fri Mar 04, 2022 5:42 am How would you add tanks to a map that does not have them already in it? Doesn't adding them with the "mutate veh ..." mutator require admin privilege, meaning tanks would only exist (if at all) in the admin's side of the map, making games unfair?
(Even team games, but especially team games because then the admin could summon a lot of tanks and have them all used at the same time!)
And yay, a GitHub! I was waiting for you to make a repository so I could fork it![]()
I see some work for u2vehicles for Chopper based on heli Cybot nw3, and want integrate here. Maybe also add Manta from ut2004.
Must work. protection only for team game and same team. I check it later.
For each vehicle exists ready to use factory. Not need set class to general factory - use specific factory instead.
Well, I can't run over and kill players on the other team... which is the issue.
There's an existing ut99 package for Onslaught vehicles, Ferali said he used it as a base to make the X-vehicles from.
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Yes, that's a 436 thing - in 436 you can't run over and kill ScriptedPawns or other pawns, whilst in 469 you can - just tried with MonsterSpawn in both versions.
No, that's not what I used.EvilGrins wrote: ↑Fri Mar 04, 2022 10:12 am There's an existing ut99 package for Onslaught vehicles, Ferali said he used it as a base to make the X-vehicles from.
https://www.moddb.com/mods/onslaught-for-ut99
Nono, I meant outside the Editor. At that point the map does already have vehicles in it lol.
I think I actually prefer it being a generic class :P
That's weird, as I used to be able to run over players on the other team with Ferali's initial release.
Whoops!
Indeed that one was, the tanks make that map so much fun, can run over the monsters by the dozens!
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Automatically merged
Idea - what if you had a boolean property on a vehicle that, when set to True, has it replace itself with an equivalent Factory on BeginPlay? This way you don't have to write specific factory classes :D
Automatically merged
Oh. It wasn't that one, then.
Open, big, and outdoors? Was it...Gustavo6046 wrote: ↑Sat Mar 05, 2022 2:22 amI remember a big MH map that someone had posted here, it was open and outdoors and had many sections.
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Idea - what if you just use specific classes? Instead make ado from nothing.Gustavo6046 wrote: ↑Sat Mar 05, 2022 2:22 am Idea - what if you had a boolean property on a vehicle that, when set to True, has it replace itself with an equivalent Factory on BeginPlay? This way you don't have to write specific factory classes![]()
Using specific classes means having to create more classes (write more code) each time you want to make a new vehicle, which adds to the amount of effort required to expand the existing codebase, and simultaneously makes it less maintainable for each vehicle you add, as any change to a vehicle's properties must sometimes be reciprocated to its corresponding factory class.