MH: What about replacing UnrealShare.TentacleProjectile?
MH: What about replacing UnrealShare.TentacleProjectile?
On some monster hunt server I saw they have replaced the projectiles of tentacles into more damagefull ones (for example rockets).
I think they are using some ammo replacing functions because I saw different projectiles on different servers in the same maps.
The original UnrealShare.TentacleProjectile are quite harmless even if they fit better to them optical.
So what do you think about it?
And what projectiles would be the best choice? Any suggestions / class names?
I think they are using some ammo replacing functions because I saw different projectiles on different servers in the same maps.
The original UnrealShare.TentacleProjectile are quite harmless even if they fit better to them optical.
So what do you think about it?
And what projectiles would be the best choice? Any suggestions / class names?
Re: MH: What about replacing UnrealShare.TentacleProjectile?
As a mapper I prefer ballistic projectiles ("UnrealI.FlakShell" or "UnrealShare.BigBiogel" for example) for short range battle. Always nice to see when rushing players get mortared by such a tentacle that is placed just around the next corner. For long range of course none ballistic projectiles like rockets or blades or plasma balls suit better.Aldebaran wrote:And what projectiles would be the best choice [for tentacles]?
If replaced automatically at runtime by a mutator it's not possible to find a good matching projectile. For Kralls for example I do it in this way:
Code: Select all
if (S.RangedProjectile != None)
if (S.RangedProjectile == S.Default.RangedProjectile)
if (FRand() > 1 - Difficulty) // *Difficulty* is between 0 and 1 here: 0=normal, 1=hardcore
{
switch rand(4)
{
case 0:
S.RangedProjectile = Class'Botpack.PlasmaSphere';
S.ProjectileSpeed = 1450;
break;
case 1:
S.RangedProjectile = Class'Botpack.Razor2';
S.ProjectileSpeed = 1300;
break;
case 2:
S.RangedProjectile = Class'UnrealShare.DAmmo4';
S.ProjectileSpeed = 1500;
break;
case 3:
S.RangedProjectile = Class'Botpack.ShockProj';
S.ProjectileSpeed = 1000;
break;
}
}
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
For a long range DAmmo/OSDammo family are suitable, they travel Level until first wall encountered.
Perhaps are not advisable at WarpZones .
Perhaps are not advisable at WarpZones .
Re: MH: What about replacing UnrealShare.TentacleProjectile?
So you integrated it into your monster hunt mod code? Not a bad idea to let the projectiles be choosen randomly...Barbie wrote:For Kralls for example I do it in this way
Thanx for your ideas so far!
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
I don't know, but I would try the alt-fire of the stinger. Or is there a good reason why this projectiles are sparsely used on pawns?Aldebaran wrote: And what projectiles would be the best choice? Any suggestions / class names?
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Generally on most maps that appear on a server, changes to a tentacles projectile (or any monster really) isn't because UnrealShare was altered but because a different projectile was assigned to the monster. You do it directly to the monster on the map, a little Right-Click action.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Doesn't happen for monster spawned later which will have default properties - this is not a solution is a coding thing which must work timed based NOT ONCE. This is a deja vu thing somehow...
@Aldebaran - yeah, ideas... see UTJStrongMonster series from... 10 years ago...
Mainly everything is being done in more or less lousy way, however, at Skaarj chapter all coders were only blabbering around...
holding weapon but dropping a crap or nothing, not holding weapon on Tuesdays and each day, bullshitting F5 TeamView, randomly unkillable, or not dropping weapon properly because it stays in death's location, a mercenary in a damage zone with invulnerability becoming indestructible, and all that trash. And yes... I spent whole NIGHTS working at these things which were pretty much annoying in game... and because of what I was sharing here and there, these are no longer looking as bugs in some servers - new people doesn't even know them...
But any default MH server with UTJMH has the same issues as in 2007 with nothing changed regarding to hardware support - bugs are only running faster and that's all...
Excuse me, guys, but these are other deja vu things - we have to look for enhanced solutions - making codes better and smoother and getting rid of instant iterations as possible. I think I will port UTJStrongMonster into a state code with a different flow... but another time because now I don't need overpowered creatures against default player...
My current solution is rescalling damage and... using visible projectiles with decals automated VIA SetPawnDifficulty.
@Aldebaran - yeah, ideas... see UTJStrongMonster series from... 10 years ago...
Mainly everything is being done in more or less lousy way, however, at Skaarj chapter all coders were only blabbering around...
holding weapon but dropping a crap or nothing, not holding weapon on Tuesdays and each day, bullshitting F5 TeamView, randomly unkillable, or not dropping weapon properly because it stays in death's location, a mercenary in a damage zone with invulnerability becoming indestructible, and all that trash. And yes... I spent whole NIGHTS working at these things which were pretty much annoying in game... and because of what I was sharing here and there, these are no longer looking as bugs in some servers - new people doesn't even know them...
But any default MH server with UTJMH has the same issues as in 2007 with nothing changed regarding to hardware support - bugs are only running faster and that's all...
Excuse me, guys, but these are other deja vu things - we have to look for enhanced solutions - making codes better and smoother and getting rid of instant iterations as possible. I think I will port UTJStrongMonster into a state code with a different flow... but another time because now I don't need overpowered creatures against default player...
My current solution is rescalling damage and... using visible projectiles with decals automated VIA SetPawnDifficulty.
Re: MH: What about replacing UnrealShare.TentacleProjectile?
I tried UnrealShare.TazerProj and UnrealShare.Rocket too for Tentacles. It seems they work great.
Barbies way to change monster weapons randomly brings some small surpising elements into the maps, I like it!
Barbies way to change monster weapons randomly brings some small surpising elements into the maps, I like it!
I tried the normal mode of the stinger (UnrealShare.StingerProjectile) but they have a similar effect like the standard tentacle thorns. I don't know if alt-fire is possible there, it would be worth a try.papercoffee wrote:I would try the alt-fire of the stinger.
I wondered that I can take projectiles from class ammo instead of class projectiles. But it worksBarbie wrote:S.RangedProjectile = Class'UnrealShare.DAmmo4';
Yeah, I use this function now to change the projectiles.sektor2111 wrote:automated VIA SetPawnDifficulty
Re: MH: What about replacing UnrealShare.TentacleProjectile?
Recently I mixed up 'BioAmmo' with 'UT_BioGel' and that tentacle was really spitting Ammo...Aldebaran wrote:I wondered that I can take projectiles from class ammo instead of class projectiles. But it worksBarbie wrote:S.RangedProjectile = Class'UnrealShare.DAmmo4';
Class'DAmmo4' can be found at Object>Actor>Projectile>DispersionAmmo>DAmmo4, therefore it is a projectile in fact.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Doh...Barbie wrote:Class'DAmmo4' can be found at Object>Actor>Projectile>DispersionAmmo>DAmmo4, therefore it is a projectile in fact.
Perhaps you did not see some map where a Skaarj was firing... ASMD, but genius was later asking me "What's your problem ?".
MY PROBLEM !!??
After making maps for years in Editor (blabbering around mainly) we are using weapons as projectiles and asking others if they do have problems ? I don't know which one has problems, nasty problems - probably real problems if after some years of crapping (oops mapping) we are using as projectiles some non projectiles... . Perhaps someday a monster will fire some brush for defending itself by player... heck knows what a mind might born after consuming evil mushrooms...
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Do you know the Ridiculous 'Deemer? It shoots chainsaws (and other stuff)sektor2111 wrote:Doh...Barbie wrote:Class'DAmmo4' can be found at Object>Actor>Projectile>DispersionAmmo>DAmmo4, therefore it is a projectile in fact.
Perhaps you did not see some map where a Skaarj was firing... ASMD, but genius was later asking me "What's your problem ?".
MY PROBLEM !!??
After making maps for years in Editor (blabbering around mainly) we are using weapons as projectiles and asking others if they do have problems ?
Here download/file.php?id=5116
viewtopic.php?p=62159#p62159
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Ridiculous redeemer is firing projectiles a bit... loved, not other classes with no physics tweaked and no checks.
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Yeah it's firing edited Redeemer missilessektor2111 wrote:Ridiculous redeemer is firing projectiles a bit... loved
What do you mean with "loved"?
Re: MH: What about replacing UnrealShare.TentacleProjectile?
Sorry for bumping this old thread, but I saw some projectiles from some spiders and also queens I would like to know the class name from. The same projectiles exists in yellow and orange and I guess the orange projectile is little bit stronger.
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Re: MH: What about replacing UnrealShare.TentacleProjectile?
Just cuz...
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins