I am not a coder...

Discussions about Coding and Scripting
User avatar
EvilGrins
Godlike
Posts: 8957
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

I am not a coder...

Post by EvilGrins » Fri Feb 25, 2022 1:50 am

...if this even falls withing the parameters of coding.

Chat over on BU, someone who liked my map edits wanted to know if I was familiar with the MegaTitan, I said I'd scaled UTDMT to that size before but didn't find it practical as the boulders it throws didn't scale up with it; a similar issue the MegaTitan suffers from.

Particular details I'm wondering about this specific bit detailed here... is what I proposed at the bottom there possible?
You do not have the required permissions to view the files attached to this post.
Last edited by EvilGrins on Fri Feb 25, 2022 4:56 am, edited 1 time in total.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

Buggie
Godlike
Posts: 1766
Joined: Sat Mar 21, 2020 5:32 am

Re: I am not a coder...

Post by Buggie » Fri Feb 25, 2022 3:34 am

You can use SpawnNotify class for handle any boulder which is spawn in the game.
And set some DrawScale.

Possibly it be rewritten lately. In this case need more work. For example for each Boulder attach another class, which after delay change drawscale.

In general, task look solvable.

User avatar
Barbie
Godlike
Posts: 2480
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: I am not a coder...

Post by Barbie » Fri Feb 25, 2022 1:43 pm

Keep in mind that not only the DrawScale of the projectiles should be changed but maybe the collision size also. That means that BIG titans will wipe out a big area and in opposite small ones will often fail hitting enemies. Is it that what you want?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

User avatar
EvilGrins
Godlike
Posts: 8957
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: I am not a coder...

Post by EvilGrins » Fri Feb 25, 2022 7:59 pm

Barbie wrote:
Fri Feb 25, 2022 1:43 pm
Keep in mind that not only the DrawScale of the projectiles should be changed but maybe the collision size also. That means that BIG titans will wipe out a big area and in opposite small ones will often fail hitting enemies. Is it that what you want?
Only for instances where such a titan is used.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Barbie
Godlike
Posts: 2480
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: I am not a coder...

Post by Barbie » Tue Mar 01, 2022 5:11 pm

Try using the attached mutator "SBTitanProjectileScalerV0.u". I also created a test map "TestSBTitanProjectileScaler.unr".

Code: Select all

UnrealTournament.exe TestSBTitanProjectileScaler.unr?Mutator=SBTitanProjectileScalerV0.SBTitanProjectileScaler
(Or write an INT file and use GUI.)

Big Titans throw big rocks, small ones small rocks.

Keep in mind that the damage of a rock depends on its DrawScale also:

Code: Select all

class BigRock extends Projectile;
...
auto state Flying {
	function ProcessTouch (Actor Other, Vector HitLocation) {
	local int hitdamage;
		...
		Hitdamage = Damage * 0.00002 * (DrawScale**3) * speed;
		if ( (HitDamage > 6) && (speed > 150) )
			Other.TakeDamage(hitdamage, instigator,HitLocation, (35000.0 * Normal(Velocity)), 'crushed' );
	}
You do not have the required permissions to view the files attached to this post.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett