XVehicles (Network play) (VCTF, VMH for UT99)

Need some nice Mods? Here, you are right!

How you play in XVehicles?

Multiplayer and local play
7
33%
Only Multiplayer
7
33%
Only local play
5
24%
Not play
2
10%
 
Total votes: 21

Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Tips for make XV CTF map:
1. Map must contain at least 3 ways between flags.
2. Map must be big enough for ride jeeps.
3. Distance between flags must be near 6000-9000. 8000 is best. If map too small or too big, need consider scale it.
4. Near player starts must be weapon lockers.
5. In weapon lockers must be some different weapons. Which be last - bots usually select after load up. So better set last shock rifle.
6. Avoid put sniper and minigun in all weapon lockers. Place them somewhere on level or only in few weapon lockers.
7. Goodies like udamage, shield, keg - put in middle of map. Minigun and sniper can be too consider for this.
8. Put additional ammo somewhere.
9. Put armor and pads somewhere.
10. Put health on base and near expected foot ways.
11. Vehicles must be on base, near player starts. But not too close to flags. Distance from player starts to vehicles determine delay how fast killed enemy attack you again. Too big distance prevent bots found vehicles.
12. On place of each vehicle place NavigationPoint with extra cost 2000, for avoid travel trought vehicle.
13. Place alternate paths for make different ways for attackers to base.
14. Sometimes need place alternate paths with bReturnOnly for make return with flag in different ways.
15. For flying vehicles not forget add air paths.
16. Use mind reader for watch how one bot travel on map and cap flag.
17. Use mind reader for watch how play 8 bots on map.
18. Play on map with bots. Possible with mind reader.
19. Play on map on network with bots.

OFC need setup proper paths. For drive and walk. Add XVehicleCTF actor on map, and so on.

And take in account map layout. Too open map must be small usually. For map be big need it be less open.   

You an see video of process creation XV map here: viewtopic.php?p=146031#p146031


Auto merged new post submitted 3 hours 40 minutes later
v56

- Reduce CPU usage by light coronas.
- Reduce CPU load on client and server.
- Reduce net usage
- Stop blink vehicle shadows on lags.
- Head light now always relevant and always visible, even if source vehicle not visible yet.
- Propagate server config to clients.
- Fix head light on net.
- Better message when enter to vehicle or change seat.
- Show key in enter message.
- Show actual keybind in HUD.
- Disable damage to vehicles after game end.
- Reduced bots aim.
- Add honk for vehicles (except turrets). Call by `mutate VehicleHonk`.
- Add voice command "Taxi!" for own teammates. Call by `TeamSay Taxi!`.
- Add voice command "Get in the vehicle!" for own teammates. Call by `TeamSay Get in the vehicle!`.
- Prevents bots fight for driver place if follower carry flag.
- Bots ignore full vehicles.
- Bots steal healed vehicle if carry flag.
- Fix collision height for tanks and turrets.
- Try improve aim to targets partially hidden.
- Fix shake jeep wheels.
- Fixd bug with moving/stuck tracks in one case.
- Fix work HUD in demoplay.
- Speed up HUD.
- Fixed Manta drive by bots.
- Fixed bugs with cams on demoplay.
- Faster switch cams on net.
- Show enter message as critical for first 3 enter to vehicles.
- Autobind ThrowWeapon to B or G if not bind, and this keys not used.
- Optimize get list binds.
- Add GUI for help and bind commands. Called by say in chat "!XV".
- Add info about chat command into enter message.
- Show exit key for few first time use vehicles.
- Add DoubleJumpSpot actor.
- Add info about turret zoom in HUD.
- Fix apply damage modificator (like udamage) from instigator to empty vehicles.
- Add version number into GUI window title.
- Improved Manta and Heli bot movement.
- Improved jeeps movement for bots.
- Prevent Manta fire with self-damage for bots.
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Updated in first post: viewtopic.php?t=14936
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Last edited by Buggie on Thu Jan 18, 2024 11:09 am, edited 1 time in total.
Man_With_No_Body
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Man_With_No_Body »

darkbarrage99 wrote: Sat Apr 15, 2023 3:06 pm it would be cool if there was a troop carrier type of vehicle, or any vehicle that could carry more than 2 players.
Suggestion for APC:
Armoured Personnel Carrier for 1+6 seats, which could be great addition for team game…….let's dream))
APC_6_seats.jpg

Tank in hull down position:
Bots aiming tank fuselage and completely ignore the turret.
It's not a Bug, it's a Feature!
(btw. game changer for VCTF-XV-Spire Village, CTF-XV-Face)
VCTF-XV-(tank_hull_down).jpg
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Wow. Unexpected good knowledge of this trick. From where?

I try solve it, and make few fixes. Now Tank collision cover head. Before - no. But bot still not shoot in it in most cases. I plan fix it better in future releases.

About few players in one vehicle. It only look good. What goal of this?
In u2vehicles exist Bulldog which can be easily ported. There only driver can fire. Can handle up to 4 players. Easily can be extended up to 8 (max supported by XV), but need understand goal of it.

Basically if driver lead vehicle to lava or blown vehicle - whole team is dead. What point?
I understand assist with jeep ("Taxi") (2 players), but not understand goal of travel together (more from 2 players).
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Buggie wrote: Sun Apr 16, 2023 2:04 pm Wow. Unexpected good knowledge of this trick. From where?

I try solve it, and make few fixes. Now Tank collision cover head. Before - no. But bot still not shoot in it in most cases. I plan fix it better in future releases.

About few players in one vehicle. It only look good. What goal of this?
In u2vehicles exist Bulldog which can be easily ported. There only driver can fire. Can handle up to 4 players. Easily can be extended up to 8 (max supported by XV), but need understand goal of it.

Basically if driver lead vehicle to lava or blown vehicle - whole team is dead. What point?
I understand assist with jeep ("Taxi") (2 players), but not understand goal of travel together (more from 2 players).
Well, the point of a troop carrier type of vehicle would be so a large group of players can show up at the enemy base and attack at the same time, however obviously it would not work with your smaller arcade-ish xv maps. it would be better suited for bigger or more complex VCTF maps with a higher player count. I think you could say the Leviathan from UT2k4 and UT3 performed similarly despite being an overpowered tank.

Tribes 2 VCTF had a flying troop carrier type of vehicle where up to 5 players could hop on as well as shoot while a pilot would control the vehicle.
here's a video for reference:
Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

It more like mentioned Leviathan, where each position allow fire. This have more sense.

What in video look more as assault or TDM. Which turn into air battles of such helis.

But this need coordinated play of whole team and very specific maps.
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Buggie wrote: Sun Apr 16, 2023 10:29 pm It more like mentioned Leviathan, where each position allow fire. This have more sense.

What in video look more as assault or TDM. Which turn into air battles of such helis.

But this need coordinated play of whole team and very specific maps.
Yeah, Tribes 2 is definitely more teamplay oriented when it comes to vehicles, but this video is not a great gameplay example honestly. Typically the troop carrier in T2 is used for raids, taking out enemy radar and clearing paths for incoming flag carriers. If you haven't played Tribes or Tribes 2, I recommend checking out some videos at least. Tribes was the original VCTF :P

I also agree that the positions allowing fire is important. I think a smaller and slightly faster nerfed version of the Leviathan would nail the concept fairly well. the full bigger leviathan is more suited for Onslaught/Warfare
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by LUK144PL »

Congratulations Buggie for design X-Vehicles. I wanted to share the information that it works on Tactical Ops 3.4 patch 469c. Works X-Vehicles to version 39 and on version 40 there are problem files Botpack.ShockBeam.NumPuffs. It would be nice if there were separate files and the more you develop your project for UT99 and TO 3.4 / 3.5. Best regards LUK144PL

PS. I'm sorry for the mistakes in English but I'm learning with it.
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

This mod developed as UT99 mod. I highly doubt it only one problem for run latest versions in TO. In general this mod will be still targeted to UT99.

I can make some adjustments if it be lower count and it be easy to do, but not expect real support for TO.

What I see about current problem - "Botpack.ShockBeam.NumPuffs" used only by XStatVeh package, which correspond to stationary turrets. Try use map without stationary turrets and load latest version.
If it loaded, we can talk about some solution. If it show another problems - post it.

I not want spent a lot time for rewrite code hundreds times, just for found another issue. Make it playable in TO must not hurt mod itself in UT.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

As I play with bots, given sometimes bots get in a vehicle and then just drive in circles and do nothing productive.... kinda wish there was some kind of eject button for them.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

EvilGrins wrote: Sun May 14, 2023 7:16 pm As I play with bots, given sometimes bots get in a vehicle and then just drive in circles and do nothing productive.... kinda wish there was some kind of eject button for them.
In the case in your screenshot, the driving in circles may be due to the pathing in that corner of that map and to the presence of a redeemer and udamage behind the exploding wall behind the tank?
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Nobody can eject any player (human or bot) from any vehicle. It is be unfair if someone can.
But if vehicle have two seats, you can enter to it, take driver place (swap work only for bots, not real players). If bot not like you, he run out. :lol:

In real bot exit from vehicle if "crew not fit" - bot goals not match with driver goals. Humans goals assumed as unknown, but basically attack.

So if bot have order attack, or defend, he exit. Only if he freelance or cover you, he left. So you can order attack if he not exit yet.

As mention above, bot can run in circles by some reasons. It can be attempt reach some place, pick some stuff or just wandering if nothing interesting can be reached.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Sun May 14, 2023 10:42 pmBut if vehicle have two seats, you can enter to it, take driver place (swap work only for bots, not real players). If bot not like you, he run out. :lol:
I suppose I could put friendly fire on and shoot the uselessly spinning vehicle when it happens, but that leads to other problems.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

You can order follow you, and after it goes to you - order attack again. Sometimes it help break loop on which bot stuck, if it temporarily and accidentally.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Mon May 15, 2023 7:39 am You can order follow you, and after it goes to you - order attack again.
Doesn't always work, sometimes it just keeps spinning.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Have all the updated been updated?

Is there now a final version of XV?
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