SilverSound wrote:Once I test them out, I'll be sure to post about any issues I come across.
Thanks, Silver! I'd be open to suggestions and room for improvement, I tried to test things as much as possible prior to release, but admittedly I don't know as much about UnrealScript as others here do so maybe there are things I didn't catch.
UTNerd24 wrote:You should've called the Sniper Hoverbot a "Loque Hoverbot"
That accuracy and sight radius is BEYOND broken. But its a great way to get to the top of the Sunspire in record time
Yes, I suppose the 'brokenness' of this pawn is not a bug but a feature. Excessive Unreal 2's whole thing is a strange type of balance that's very different from what you'd expect in vanilla Unreal/UT. For another example of this, try spawning the pawn EXU.SniperCharger.
sektor2111 wrote:Already tested - and EXU doesn't include errors so trash lover admins will suffer here a small deception.
Yes, there *may* be some things that don't behave as expected during netplay but I did run a test on my server using the pawns to see if anything apparent came up. Actually, the one thing I did go out of my way to fix was a small "bug" where, if the Hoverbot was floating too close above or below the player (as well as if it was greater than 1920 UU's away from the player), it would spam that laser beam targeting effect and degrade performance. It actually spawns that effect a lot less than I intended it to, and results in much better performance at least.
LannFyre wrote:Nice work, mind if I use the 2 robots' models in my RPG mod for Unreal Gold? I need a security drone a la N+ if anyone has every played it. I want to program them as security drones that will move slow and track the player if they see them, firing projectiles (laser orbs, beams, rockets, etc).
I'd be glad to see you incorporate this variety of pawn! However, the appearance of the robots is actually not a single model, but a proxy class slapped onto a transparent gasbag that consists of three different meshes - the torso, and the two missile launchers attached on either side. I imagine you could probably create/export a static mesh using the 227 Unreal editor, to create a similar result.