NW3SpawnEffect mutator

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Buggie
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NW3SpawnEffect mutator

Post by Buggie » Sun May 08, 2022 11:25 am

Tiny and easy mutator.
Replace Inventory spawn effect as in NW3.

Install:
Add to mutator list NW3SpawnEffect.NW3SpawnEffect (or to ServerActors - preferred way)
Add into ServerPackages.

scr_1652005145.png
scr_1652005158.png
scr_1652005168.png
scr_1652005177.png
NW3SpawnEffect.zip
With sound:
NW3SpawnEffect2.zip

Automatically merged

Example of work:
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Last edited by Buggie on Sat Jun 18, 2022 5:29 pm, edited 5 times in total.

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EvilGrins
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Re: NW3SpawnEffect

Post by EvilGrins » Sun May 08, 2022 7:05 pm

That's very cool.

Have you checked it only on UT items? Because the game allows for Unreal1 content, and I'm curious how it would effect Nali Fruit... that plant that starts to regrow after it's picked up.
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Buggie
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Re: NW3SpawnEffect

Post by Buggie » Sun May 08, 2022 7:51 pm

It works with any items. With Unreal items too. Game type must be derived from TournamentGameInfo and use EnhancedRespawn. You can check it on ToxinSuit.

For NaliFruit it work too, but only for small size. After respawn it starts grow. So effect not really noticeable.

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OjitroC
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Re: NW3SpawnEffect

Post by OjitroC » Sun May 08, 2022 8:16 pm

Yeah, it is pretty cool :tu:

Any thoughts about using the two NWCore Pickups sounds (as these enhance the overall effect)?

Buggie
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Re: NW3SpawnEffect

Post by Buggie » Sun May 08, 2022 10:51 pm

Add NW3SpawnEffect2.zip in first post - added sounds.

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Que
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Re: NW3SpawnEffect

Post by Que » Mon May 09, 2022 3:48 am

update readme for serveractor in version with sound.

NW3SpawnEffect2.NW3SpawnEffect

looks cool ;)
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Dr.Flay
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Re: NW3SpawnEffect

Post by Dr.Flay » Mon May 09, 2022 5:33 am

How about an option for the player model when they go through teleports ?

Buggie
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Re: NW3SpawnEffect

Post by Buggie » Mon May 09, 2022 6:59 am

Readme updated.

For player it is too cheatish. 1.5 seconds player invisible. So skilled player exploit it and kill other with that advantage.
Also head (i think) render in last order, which make all worse.

Ammo at least not try kill you.

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Feralidragon
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Re: NW3SpawnEffect

Post by Feralidragon » Mon May 09, 2022 1:51 pm

My inspiration for this effect at the time was the UT3 spawn effect, which is similar to this.

In UT3 it's easy to do it through a material or even a shader, but in UT99 I remember having to painstakingly create each frame by hand in MS Paint, which was quite some work but I got happy with the final result (I could have generated it through a script, but at the time I wasn't that well versed with that sort of thing).

Having that said, I never thought this to be something people might have wanted to use in regular weapon spawns as a standalone mod. :)
Nice work. :tu:
Buggie wrote:
Mon May 09, 2022 6:59 am
Ammo at least not try kill you.
Volatile ammo entered the chat. :lol2:

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papercoffee
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Re: NW3SpawnEffect

Post by papercoffee » Wed May 18, 2022 4:22 pm

I like it ...now we need as standalone mutator the alternate weapon stands from NW3 ...no not the mechanical things but the pentacle like versions.