Do Warlords have to fly?
- EvilGrins
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Do Warlords have to fly?
Is there a way to disable their ability to fly??
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Do Warlords have to fly?
Yes, UnrealI Warlords have to fly. The only way to disable that (I think) would be subclassing and altering the code (though I imagine it would need a lot of rewriting to deal with the animations and physics).
Check out the XeopsLord - that comes with the SP map UB01-Xeops (I've mentioned that in a relatively recent post) - it's subclassed from the EXUWarLord that has a bool property bFlightEnabled.
Check out the XeopsLord - that comes with the SP map UB01-Xeops (I've mentioned that in a relatively recent post) - it's subclassed from the EXUWarLord that has a bool property bFlightEnabled.
Re: Do Warlords have to fly?
Try use Skaarj with changed mesh. Of course you need subclass it anyway + some tune. But in general it can be less work.
--- EDIT ---
Possible Skaarj is too fast for WarPenguins
Maybe better use Krall as base. Its really slow.
--- EDIT ---
Possible Skaarj is too fast for WarPenguins
Maybe better use Krall as base. Its really slow.
- sektor2111
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Re: Do Warlords have to fly?
Which are disabled in advanced MH2 mods... I recommend a static decoration with Warlord mesh. I'll bet on 10$ that it won't fly...
- EvilGrins
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Re: Do Warlords have to fly?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Do Warlords have to fly?
That's the XeopsLord (mentioned above).
Get hold of and play the map then you'll see plenty of them in action.
- EvilGrins
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Re: Do Warlords have to fly?
Not really. Turns out the map is from the more advanced version of oldskool, the one I don't use.
I can't access it, the Sktroopers I have on a lot of my bots are dependent on the original version of oldskool that Usaarj put out WAY back when.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Do Warlords have to fly?
Sure. Just tell the guys at the airport to confiscate their passports.
Oh wait...you meant...oh nevermind
Oh wait...you meant...oh nevermind
Re: Do Warlords have to fly?
The first function it the warlords code is PreSetMovement().
If you copy that function and make a subclass of warlord. Paste the function into the subclass.
Change bCanFly = true to false and compile.
All done!
If you copy that function and make a subclass of warlord. Paste the function into the subclass.
Change bCanFly = true to false and compile.
All done!
Signature goes here.
Re: Do Warlords have to fly?
You can't summom the Xeops.XeopsLord or put it in a map?
Unfortunately it doesn't appear to be that simple. Doing that has no effect on the WarLord's ability to fly - presumably because other functions set the physics to Flying and call 'flying' animations?
- EvilGrins
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Re: Do Warlords have to fly?
I opened it in UnrealEd and couldn't find any creatures in it.
I'll try that UTPe thingy on it.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Do Warlords have to fly?
They're under ScriptedPawn > EXUScriptedPawn - you need to expand the various EXU classes to find the Xeops pawns. However it is better to use UTPT as you get a better idea of what is in Xeops.u.