[Idea] for Combo's + Announcer's etc.

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Wises
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[Idea] for Combo's + Announcer's etc.

Post by Wises »

Well I have mentioned this to a few people and am wondering;

anyone looking to develop something like this based on existing Announcer Sounds and stuff.

SmartCombos

- headhunter (every 5/10/20/30 headshots)

- combowhore (every 5/10/20/30 combo kills)

- flakmonkey (every 5/10/20/30 flack kills)

^ in a row...

- denied (shoot deemer out of sky)

- ownage (everytime player gets shot out of sky)
- WickedSick (every 5/10/15... ArialShots in a row)


.... I guess you get the idea..
ASLY

Re: [Idea] for Combo's + Announcer's etc.

Post by ASLY »

For announcers I made a pack: http://www.2shared.com/file/sBKo6wXT/UT ... ncers.html
Standard, UT 2K3 Male-Female, UT 2K4 Male-Female, UT 3, UC2, French, Hungary, and much more
Would be good if we can customize the text colors, so I made a RGB list for UT
http://www.2shared.com/document/2YrVpIjJ/RGB_Codes.html
Impacthammer kill - Gotcha Bitch
And I don't know what would be good for 6 rocket kill... :D (Something noob)
UT99.org

Re: [Idea] for Combo's + Announcer's etc.

Post by UT99.org »

medor wrote:Can you set aerial kill like in EUTSource ?

Maybe for a big Noob you can set a sound if the payer dying for 4 consecutives defaites ?
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Wises
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Post by Wises »

Code: Select all

Impacthammer kill - Gotcha Bitch
hmm I don't really like that sound effect tbh..

When it comes to Announcers , I personally like the 'Same' Announcer for all messages.. if you know what I mean.

however for a project like this , it would be better to have the ability to use a custom .uax / pack for others like yourselves.

ie; the .ini should be the control-point for all the sound packages. like 2k4sounds by anthrax. where if you compile your sounds.uax according to the code.. or names of the combo's etc.. then it will use them.

I believe that ~V~ is doing some work on 2k4sounds atm.
UT99.org

Re: [Idea] for Combo's + Announcer's etc.

Post by UT99.org »

medor wrote:for Impacthammer i use HumiliationV2 but there is a v3 http://unrealtournament.99.free.fr/utfi ... archMode=f
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Wises
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Re: [Idea] for Combo's + Announcer's etc.

Post by Wises »

Does version 3 allow for custom soundpack ?

as well as Admin Message and Custom %victim was Smeared all over the place by %players Hamma.
UT99.org

Re: [Idea] for Combo's + Announcer's etc.

Post by UT99.org »

medor wrote:Not remember readme v3 it but you have a man who do it with a new sound GotchaBitch http://unrealtournament.99.free.fr/foru ... =51&t=1698
Spoiler
//=============================================================
// GotchaBitch
// Author SC]-[LONG_{HoF}
// Build Date: 01-20-2012
//=============================================================

GotchaBitch is a message mutator for UnrealTournament. When a kill occurs with the Impact Hammer or Translocator.
GotchaBitch displays a message much like the headshot message that occurs with a sniper rifle or ripper.
You are rewarded with praise for fragging your opponents with the Piston or Translocator, and ridiculed if you are fragged by one.

[======------ Server Install -----=====]

Place the files in this zip in the server's UnrealTournamentSystem directory.

Add the following line to the [Engine.GameEngine] section of the Server's ini:

ServerPackages=GotchaBitch

Edit your server's mutator commandline and add this line:

GotchaBitch.GotchaBitchMut

If you have any questions about the GotchaBitch mutator or found a bug/glitch/messup
please visit http://www.hofgamingclan.com or email schlong_hof@yahoo.com.

Official Legal Stuff:

This MOD is not affiliated with Epic/GT interactive in any way, and its
not their problem if it doesn't work. This mutation is not to be
distributed as part of any commercial product without the author's permission.
You can use this mod for any personal or non-commercial uses, as long as you give
the author credit for developing it.

GotchaBitch Copyright SC]-[LONG_{HoF} 2012
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Re: [Idea] for Combo's + Announcer's etc.

Post by JackGriffin »

Schlong did quite a bit with this sort of thing but I don't know if he ever finished it. You might ask him. As for doing it yourself, it wouldn't be that hard to do and add a dynamic array for the sounds, i.e. something like this ini file:

Code: Select all

combowhoreSound=<Package.Sound>
AerialKillSound=<Package.Sound>
etc..
and that would allow for you to use any custom sound you like.

To code this you can follow the template in the PostalBabes mod of mine. It's set up to use dynamic arrays for skinning the dancers but you can see how to do this that you want to do. Oh, I covered the shoot-the-redeemer-down code in MH2Gold if you want to grab that part.

As for the rest of the code, well that will be tricky. You are going to need to create and save a player array and assign constantly updating statistics to those players. It's going to need some checks for type of kill and to make sure it was an aerial one. Stuff like that. Be prepared for a lot of testing because there will be a lot of situations to account for.
So long, and thanks for all the fish
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Wises
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Re: [Idea] for Combo's + Announcer's etc.

Post by Wises »

ahh yes nice one :) I always think about your mod when it comes to customized external soundpackages etc.

also having a look into Anths 2k4combo's mod which further iterates functionality.
I think the Hardest part (like you say) could be the Arial kills bit.. however EUTSource would have the answers here I believe.
SC]-[WARTZ_{HoF}
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Re: [Idea] for Combo's + Announcer's etc.

Post by SC]-[WARTZ_{HoF} »

Wises wrote: I think the Hardest part (like you say) could be the Arial kills bit.. however EUTSource would have the answers here I believe.
I did dig into EUTSource a long time ago and if I'm not mistaken an Aerial Kill was only triggered while the victim was == PHYS_Falling.
I think no matter what if you are killed in the air the Aerial Kill message should be triggered.
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Wises
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Re: [Idea] for Combo's + Announcer's etc.

Post by Wises »

only problem I guess would be if they are jumping like rabbits lol.. instead of being at any significant distance above the ground.. could see this in GIB type games lol.. and sniper kills , player jumps gets kill ... Arial kill .. kinda thinking that they would be everywhere lol. Perhaps if Detect Player higher then xx or ability to disable aerial kills if needed.

btw: howdy SC]-[LONG_{HoF} , welcome to the party :)

actually , PHYS_Falling. is there I wonder a difference between this and PHYS_Jumping ( or whatever). hmm..

anyways we have 3 mod's which could be studied in regards to this kind of thing;

Postalbabes (custom soundpacks)
2k4combo's (combo Messages / and triggers)
EUT (PHYS_Falling.) code .. Actually all the code for this kind of mod is in EUT_Source classes.

60 references to PHYS_Falling in the EUT.uc files;

Code: Select all

Search "PHYS_Falling" (60 hits in 3 files)
  EUTSource\Classes\EUTDeathMatchPlus.uc (20 hits)
	Line 1601:                 if (Victim.Physics == PHYS_Falling
	Line 1620:                 if (Victim.Physics == PHYS_Falling
	Line 1641:                     if (Victim.Physics == PHYS_Falling
	Line 1661:             if (Victim.Physics == PHYS_Falling
	Line 1680:                     if (Victim.Physics == PHYS_Falling
	Line 1691:                     if (Victim.Physics == PHYS_Falling
	Line 1711:                     if (Victim.Physics == PHYS_Falling
	Line 1722:                     if (Victim.Physics == PHYS_Falling
	Line 1733:                     if (Victim.Physics == PHYS_Falling
	Line 1753:                 if (Victim.Physics == PHYS_Falling
	Line 1784:                     if (Victim.Physics == PHYS_Falling
	Line 1795:                     if (Victim.Physics == PHYS_Falling
	Line 1816:                     if (Victim.Physics == PHYS_Falling
	Line 1827:                     if (Victim.Physics == PHYS_Falling
	Line 1849:                     if (Victim.Physics == PHYS_Falling
	Line 1860:                     if (Victim.Physics == PHYS_Falling
	Line 1877:                 if (Victim.Physics == PHYS_Falling
	Line 1893:                 if (Victim.Physics == PHYS_Falling
	Line 1915:                         if (Victim.Physics == PHYS_Falling
	Line 1926:                         if (Victim.Physics == PHYS_Falling
  EUTSource\Classes\EUTTeamGamePlus.uc (20 hits)
	Line 1652:                 if (Victim.Physics == PHYS_Falling
	Line 1671:                 if (Victim.Physics == PHYS_Falling
	Line 1692:                     if (Victim.Physics == PHYS_Falling
	Line 1712:             if (Victim.Physics == PHYS_Falling
	Line 1731:                     if (Victim.Physics == PHYS_Falling
	Line 1742:                     if (Victim.Physics == PHYS_Falling
	Line 1762:                     if (Victim.Physics == PHYS_Falling
	Line 1773:                     if (Victim.Physics == PHYS_Falling
	Line 1784:                     if (Victim.Physics == PHYS_Falling
	Line 1804:                 if (Victim.Physics == PHYS_Falling
	Line 1835:                     if (Victim.Physics == PHYS_Falling
	Line 1846:                     if (Victim.Physics == PHYS_Falling
	Line 1867:                     if (Victim.Physics == PHYS_Falling
	Line 1878:                     if (Victim.Physics == PHYS_Falling
	Line 1900:                     if (Victim.Physics == PHYS_Falling
	Line 1911:                     if (Victim.Physics == PHYS_Falling
	Line 1928:                 if (Victim.Physics == PHYS_Falling
	Line 1944:                 if (Victim.Physics == PHYS_Falling
	Line 1966:                         if (Victim.Physics == PHYS_Falling
	Line 1977:                         if (Victim.Physics == PHYS_Falling
  EUTSource\Classes\SmartCTFGame.uc (20 hits)
	Line 2275:                 if (Victim.Physics == PHYS_Falling
	Line 2294:                 if (Victim.Physics == PHYS_Falling
	Line 2315:                     if (Victim.Physics == PHYS_Falling
	Line 2335:             if (Victim.Physics == PHYS_Falling
	Line 2354:                     if (Victim.Physics == PHYS_Falling
	Line 2365:                     if (Victim.Physics == PHYS_Falling
	Line 2386:                     if (Victim.Physics == PHYS_Falling
	Line 2397:                     if (Victim.Physics == PHYS_Falling
	Line 2408:                     if (Victim.Physics == PHYS_Falling
	Line 2428:                 if (Victim.Physics == PHYS_Falling
	Line 2460:                     if (Victim.Physics == PHYS_Falling
	Line 2471:                     if (Victim.Physics == PHYS_Falling
	Line 2492:                     if (Victim.Physics == PHYS_Falling
	Line 2503:                     if (Victim.Physics == PHYS_Falling
	Line 2525:                     if (Victim.Physics == PHYS_Falling
	Line 2536:                     if (Victim.Physics == PHYS_Falling
	Line 2553:                 if (Victim.Physics == PHYS_Falling
	Line 2569:                 if (Victim.Physics == PHYS_Falling
	Line 2591:                         if (Victim.Physics == PHYS_Falling
	Line 2602:                         if (Victim.Physics == PHYS_Falling
References found using notepad++ + [Find in Files] > PHYS_Falling
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