XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Need some nice Mods? Here, you are right!

How you play in XVehicles?

Multiplayer and local play
9
31%
Only Multiplayer
10
34%
Only local play
8
28%
Not play
2
7%
 
Total votes: 29

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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

My initial problem with XV remains...
Image
Image Image Image
I'm editing and testing a MASSIVE map for MonsterHunt, got usually 8 bots backing me up... and usually before the map is done, some bots get like this. Their health and armor and weapons are all gone, they should be dead, but they remain standing or walking in place, and they're stuck like that until the map is done.

It happens when they eject out of vehicles, not all of the time but it does happen on any map.

It's annoying as they're useless for the rest of that map.
Last edited by EvilGrins on Tue Apr 05, 2022 7:55 am, edited 1 time in total.
Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Not sure if this XV problem at all. need more info and ways for reproduce.

From my observation this can be bad code from other mutators/mods/weapons,

Xv can catalyze other mods bugs, because there possible be 2 bots in same place (passenger and driver in same vehicle), so if bugged mod improperly give same weapon to both bots, after one bot die, second lost inventory.
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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Tue Apr 05, 2022 6:17 amNot sure if this XV problem at all
One sure fire way to test, play MH with at least 8 bots and XV and assess whatever happens before the map ends.

Added: The dinosaur MH map I've been editing is basically ready to go, still waiting on Thunderbolt's approval before releasing it.

-POTS- reached out to me on Destination Unreal and recommended another MH map for XV, so I'll be working on that one next.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by wallabra »

Submarine? Useless, you say?

Two words – Mazon Fortress.


On a more serious note, the flamethrower vehicle could be a wheeled jeep, with a diesel tank (to fuel the flames), so it would have a big splash damage when it is destroyed!
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Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

:lol: Look like we miss dig machine which allow dig tunnel in any map.

Use u2vehicles for flamethrower. There one vehicle throw flame as you want. You can use it as test your feelings about that.
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OjitroC
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

Gustavo6046 wrote: Tue Apr 05, 2022 6:53 pm Submarine? Useless, you say?

Two words – Mazon Fortress.
The Submarine - not in Mazon though
Subartofwar.jpg
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wallabra
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by wallabra »

Wouldn't using other vehicle mods mean that it would be incompatible with X-Vehicles?
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OjitroC
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

Gustavo6046 wrote: Wed Apr 06, 2022 11:24 pm Wouldn't using other vehicle mods mean that it would be incompatible with X-Vehicles?
I think Buggie means try the U2Vehicles Juggernaut as that has a flame thrower to see how effective it is and what positives/negatives a vehicle with a flame thrower may have. It does work along with XVehicles in the same map as I have tried it - no particular opinion on a flame thrower - very effective against ScriptedPawns and the Helico - effective against the Jeeps and GK1 at short range.

But ... the Juggernaut seems to be immune to damage from the XVehicles tank and jeep projectiles - so they can't really be used together without a (considerable?) degree of imbalance.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Just to be entirely ridiculous...
Image Image Image
...wouldn't mind seeing stuff like this in XV.

Or, to be extra ridiculous and more than a bit geeky!
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Wrong mod. It is not a ChaosUT.
Chaos doesn’t have any real sense behind it’s construction. In principle it’s only a bunch of weird and cool things tied together; …simply “chaotic”.
https://chaoticdreams.org/chaosut/

All vehicles need support and because of that be added only useful vehicles. At least for main package.
Feel free make own subpackages with any vehicles what you need.

You can go on UT2004 servers for find what really useful in game.

Automatically merged

v25

- fix bot driving.
- support impact jumping and use boots by bots.
- fix use vehicle by bots in first 5 seconds of start match.

Updates a first post: viewtopic.php?f=34&t=14936
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Thu Apr 07, 2022 6:51 amWrong mod. It is not a ChaosUT.
Who brought up Chaos?!?
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wallabra
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by wallabra »

EvilGrins wrote: Thu Apr 07, 2022 5:06 pm
Buggie wrote: Thu Apr 07, 2022 6:51 amWrong mod. It is not a ChaosUT.
Who brought up Chaos?!?
A chaotic and senseless assortment of vehicles!... I think is what she(?) meant.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by a9902957@nepwk.com »

Buggie wrote: Thu Apr 07, 2022 6:51 am [...]
- fix bot driving.
- support impact jumping and use boots by bots.
- fix use vehicle by bots in first 5 seconds of start match.

Updates a first post: viewtopic.php?f=34&t=14936
omg Thank you!
Thing is I tried before to teach bots a shortcut on AS-XV-Mountainairbase with impact hammer jumping and
was beginning to doubt my aptitude to do so and even the bots abilities.
Pathes were shown connected but no bot ever tried.

Now I finally see them trying their way up!
:rock:

EDIT: Also CTF-XV-Eagles when? ^_^
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by wallabra »

X-Vehicles with bot AI does not seem to respect GameInfo's AssessBotAttitude. This becomes a problem, for instance, in a gametype like Mush Match, where AssessBotAttitude is the only thing preventing bots from behaving just like they would in deathmatch.
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