Do you search a certain mutator, mod, skin, map, everything else?
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EvilGrins
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by EvilGrins » Sat Sep 12, 2020 5:25 am
I've often found it interesting that where monsters are concerned, hardly anyone has made new ones of an undersea/sea-monster variety. Lots for land, some for the sky, but none for underwater really.
That may have more to do with the fact there's not as many underwater maps as most other types.
However, this isn't about monsters but vehicles instead.

Recent blurb on another forum brought this to mind... does anyone know if anyone's ever made boat type vehicles for ut99?
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OjitroC
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by OjitroC » Sat Sep 12, 2020 2:30 pm
EvilGrins wrote: ↑Sat Sep 12, 2020 5:25 am
... does anyone know if anyone's ever made boat type vehicles for ut99?
I haven't come across anything.
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papercoffee
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by papercoffee » Sat Sep 12, 2020 6:49 pm
Only mover ...but they were all moving automatically.
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Neon_Knight
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by Neon_Knight » Sun Sep 13, 2020 3:06 am
Like I've said in OU, perhaps the problem is that some people didn't got the memo about when water lakes/passages should be used. Water is, design-wise, a level hazard. Level hazards should be used to house or direct to an area with a strong powerup or superweapon. Outside of SP/Coop it should NEVER be used as a lead to a KEY GAME OBJECTIVE such as a CTF flag or DOM point, which should be reachable by all players.
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Dr.Flay
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by Dr.Flay » Sun Sep 13, 2020 6:04 am
Possibly the hover vehicles or hoverboard mods could provide a boat.
https://drive.google.com/drive/folders/ ... jRQdUEzMWs
Never tried them on water though.
Would need to match some useful boat meshes
I would put DM-Zeitkind forward as an example of a map where the water sections are reachable by all, and not a game hazard.
Unreal and UT have the scuba gear if you want to stay under longer, so the idea of being a hazard is maybe more from an SP point of view.
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ANUBITEK
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by ANUBITEK » Mon Sep 14, 2020 1:40 am
Even if there isn't, I'd imagine they'd be pretty easy to make. There are variables or functions I think to check if an Actor is in a Zone, so you could check to see if it is a Water Zone, make it buoyant by changing its vertical position (Z-axis I think), give it some control with process(delta) by detecting player inputs. You'd probably need a way to attach the player to it though, I'm not sure about that, maybe like a shootable trigger or a touch trigger.
Brainstorming, I have no useful info lol
wiki.beyondunreal.com/Legacy:Console_Bar
wiki.beyondunreal.com/Exec_commands#Load
wiki.beyondunreal.com/Legacy:Exec_Directive#Loading_Other_Packages
wiki.beyondunreal.com/Legacy:Config_Vars_And_.Ini_Files
wiki.beyondunreal.com/Legacy:INT_File
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EvilGrins
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by EvilGrins » Mon Sep 14, 2020 7:03 am
ANUBITEK wrote: ↑Mon Sep 14, 2020 1:40 am
Brainstorming, I have no useful info lol
S'okay.
What Hook is looking for is ships for the sea that can fire on each other. He's very big into pirates, so that kind of thing.
Along with what I've discussed above, I'm currently looking for maps with clipper ships on them so I can edit them with cannons to possibly facilitate what he wants.