...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?
I am not a coder...
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I am not a coder...
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Last edited by EvilGrins on Fri Feb 25, 2022 4:56 am, edited 1 time in total.
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: I am not a coder...
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.
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.
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Re: I am not a coder...
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?
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Re: I am not a coder...
Only for instances where such a titan is used.
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: I am not a coder...
Try using the attached mutator "SBTitanProjectileScalerV0.u". I also created a test map "TestSBTitanProjectileScaler.unr".
(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
UnrealTournament.exe TestSBTitanProjectileScaler.unr?Mutator=SBTitanProjectileScalerV0.SBTitanProjectileScaler
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' );
}
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"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett