Wanted to revisit this:
http://www.ut99.org/viewtopic.php?f=5&t=1063
I have a map called DM-Hall-Of-Legends that is a great map for fighting in. There's statues all over the place in it, but they're of the typical player models: Soldiers & Commandos...
...more than a few times playing in there I've worried they were gonna jump off their pedestals and attack me.
How do I go about making statues out of anything creature, model, or whatever from what UT has to offer?
Statues, take 2
- EvilGrins
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Statues, take 2
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- UTDeath
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Re: Statues, take 2
Well, how about you check the code of some decorations, like the Nali Statues and check if you can change the mesh, and just use whatever mesh you want so they will look like whatever you want but they will still be just statues :Tu:
You cannot kill what is already dead.
- Feralidragon
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Re: Statues, take 2
1 - Take an already existing statue
2 - Choose the statue mesh you want from the mesh browser and assign to the Mesh property of that statue
3 - Choose the statue texture you want from the texture browser and assign it to some or all MultiSkins entries
4 - ???
5 - Profit
In case you're lost in the mesh part or want a specific one, you can check the class which already uses that mesh, copy it from the Mesh property of said class and paste it in the Mesh property of your statue.
2 - Choose the statue mesh you want from the mesh browser and assign to the Mesh property of that statue
3 - Choose the statue texture you want from the texture browser and assign it to some or all MultiSkins entries
4 - ???
5 - Profit
In case you're lost in the mesh part or want a specific one, you can check the class which already uses that mesh, copy it from the Mesh property of said class and paste it in the Mesh property of your statue.
- Leo(T.C.K.)
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Re: Statues, take 2
One important thing is to also set the animationsequence if you want to be more convincing and not having a default one.
Re: Statues, take 2
place a mesh (decoration->chair)
go to properties->display->mesh and click the ... button
choose the mesh you want (skaarjw for example)
go back to the properties and click use
make sure the correct textures are on the mesh, if not then change the (multi)skin under display
you can change animation stance by typing an animationsequence name under Display->animSequence (for example Breath for skaarjw)
you can see the available animation sequences in the meshbrowser
go to properties->display->mesh and click the ... button
choose the mesh you want (skaarjw for example)
go back to the properties and click use
make sure the correct textures are on the mesh, if not then change the (multi)skin under display
you can change animation stance by typing an animationsequence name under Display->animSequence (for example Breath for skaarjw)
you can see the available animation sequences in the meshbrowser
- EvilGrins
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Re: Statues, take 2
Randomly related, is there a way to make it so that statues move?
Always thought, on some maps, that at points a statue seemed more thhreatening than it did at other points... as though it were going to jump own and pound me or something.
Always thought, on some maps, that at points a statue seemed more thhreatening than it did at other points... as though it were going to jump own and pound me or something.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Statues, take 2
Yes you can the statue move.. Example: Statue with the default player models can do gestures. Taunt, pelvic thrusts, wave, victory.. You have to edit the script. I don't know if it is possible for a statue to jump at you and pound you.. Maybe possible to have it crush you as a mover? Idk?
Re: Statues, take 2
yes it's possible to make a statue loop an animation or move it.
I made a little script for it some time ago, but I don't have it atm. If you look at the CTF bedrooms you will see playermodels looping an animation.
If you want to move a mesh you can use movers and attach the mesh to the mover.
I made a little script for it some time ago, but I don't have it atm. If you look at the CTF bedrooms you will see playermodels looping an animation.
If you want to move a mesh you can use movers and attach the mesh to the mover.
- EvilGrins
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Re: Statues, take 2
I started this thread so I believe the rules mean I can jumpstart it.
[youtube]Mz_ekxMYWjw[/youtube]
About 3:40 in you'll see the statues clearly, at 5 minutes the statues are attacking anything that moves.
So, back to my original query... how would one set it up so statues that don't move for awhile, eventually start attacking the players?
Not to kick a dead horse, but I was goofing around on youtube and found something that reminded me of this thread. There's this map, which I do have at home but am blanking on the name just now, in MonsterHunt. It's one of those big 1 room with many monsters coming at you sort of deals... but 1 interesting aspect is that there's jade statues in there that after a few minutes start attacking you.Jetlag wrote:I don't know if it is possible for a statue to jump at you and pound you..
[youtube]Mz_ekxMYWjw[/youtube]
About 3:40 in you'll see the statues clearly, at 5 minutes the statues are attacking anything that moves.
So, back to my original query... how would one set it up so statues that don't move for awhile, eventually start attacking the players?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins