NW3SpawnEffect mutator

Search, find and discuss about Mutators!
Post Reply
Buggie
Godlike
Posts: 2741
Joined: Sat Mar 21, 2020 5:32 am

NW3SpawnEffect mutator

Post by Buggie »

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_1652005145.png (172.35 KiB) Viewed 1007 times
scr_1652005158.png
scr_1652005158.png (46.06 KiB) Viewed 1007 times
scr_1652005168.png
scr_1652005168.png (26.29 KiB) Viewed 1007 times
scr_1652005177.png
scr_1652005177.png (120.2 KiB) Viewed 1007 times
NW3SpawnEffect.zip
(18.94 KiB) Downloaded 25 times
With sound:
NW3SpawnEffect2.zip
(149.68 KiB) Downloaded 29 times

Automatically merged

Example of work:
Last edited by Buggie on Sat Jun 18, 2022 5:29 pm, edited 5 times in total.
User avatar
EvilGrins
Godlike
Posts: 9721
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: NW3SpawnEffect

Post by EvilGrins »

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.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
Godlike
Posts: 2741
Joined: Sat Mar 21, 2020 5:32 am

Re: NW3SpawnEffect

Post by Buggie »

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.
User avatar
OjitroC
Godlike
Posts: 3630
Joined: Sat Sep 12, 2015 8:46 pm

Re: NW3SpawnEffect

Post by OjitroC »

Yeah, it is pretty cool :tu:

Any thoughts about using the two NWCore Pickups sounds (as these enhance the overall effect)?
Buggie
Godlike
Posts: 2741
Joined: Sat Mar 21, 2020 5:32 am

Re: NW3SpawnEffect

Post by Buggie »

Add NW3SpawnEffect2.zip in first post - added sounds.
User avatar
Que
Inhuman
Posts: 800
Joined: Mon Dec 09, 2019 5:49 am
Personal rank: ...
Contact:

Re: NW3SpawnEffect

Post by Que »

update readme for serveractor in version with sound.

NW3SpawnEffect2.NW3SpawnEffect

looks cool ;)
*Join our Discord Here.*
Our mods - MVX , SSB , SmartWFL , UTCmds , BotCommands , Smart Stats , join/leave announcer , NoSmoke , UTLogin , BrightSkins , Server Tran…
*Our Servers
User avatar
Dr.Flay
Godlike
Posts: 3348
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: NW3SpawnEffect

Post by Dr.Flay »

How about an option for the player model when they go through teleports ?
Buggie
Godlike
Posts: 2741
Joined: Sat Mar 21, 2020 5:32 am

Re: NW3SpawnEffect

Post by Buggie »

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.
User avatar
Feralidragon
Godlike
Posts: 5493
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: NW3SpawnEffect

Post by Feralidragon »

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:
User avatar
papercoffee
Godlike
Posts: 10448
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: NW3SpawnEffect

Post by papercoffee »

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.
User avatar
~{kRiD}~
Average
Posts: 59
Joined: Sun Jan 20, 2013 7:26 pm

Re: NW3SpawnEffect

Post by ~{kRiD}~ »

papercoffee wrote: 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.
Duuuude yes!!!! I don't know why this isn't a thing .....
Image
Post Reply