Team Orbit Player Classes in UT?

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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Jul 28, 2017 5:56 am

Thanks again, Oji.
I've started to get a good idea of how to make the playerclasses and voices appear.

What I DONT know, is why Reprid and the Mole don't have ANY voices to select from.
My guess is that its because they are not classified as "Male", "Female", Or "Boss", but theyre own Metaclass?
If you find out any further information on what I could be doing wrong, please let me know.
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Re: Team Orbit Player Classes in UT?

Post by EvilGrins » Fri Jul 28, 2017 7:42 am

UTNerd24 wrote:What I DONT know, is why Reprid and the Mole don't have ANY voices to select from.
My guess is that its because they are not classified as "Male", "Female", Or "Boss", but theyre own Metaclass?
Some of their selections didn't workout for me either, so I manually put voicepacks into my Xbots setup for each one.
int file for MoleBot
Show
[Public]
Object=(Name=TeamOrbit.Mole,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="Mole")
Object=(Name=TeamOrbit.MoleBot,Class=Class,MetaClass=BotPack.Bot,Description="MoleBot")
Object=(Name=TeamOrbit.MoleSelect,Class=Class,MetaClass=BotPack.SelectionDude,Description="MoleSelect")
int file for Selk
Show
[Public]
Object=(Name=TeamOrbit.Selket,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="Selket")
Object=(Name=TeamOrbit.SelkBot,Class=Class,MetaClass=BotPack.Bot,Description="SelkBot")
Object=(Name=TeamOrbit.SelkSelect,Class=Class,MetaClass=BotPack.SelectionDude,Description="SelkSelect")
int file for DesertMole
Show
[Public]
Object=(Name=TeamOrbit.Dess,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="Ghost")
Object=(Name=TeamOrbit.DessBot,Class=Class,MetaClass=BotPack.Bot,Description="Dessert Mole")
Object=(Name=TeamOrbit.DessSelect,Class=Class,MetaClass=BotPack.SelectionDude,Description="DessSelect")
int file for DarkMole
Show
[Public]
Object=(Name=TeamOrbit.Dark,Class=Class,MetaClass=Botpack.TournamentPlayer,Description="Dark")
Object=(Name=TeamOrbit.DarkBot,Class=Class,MetaClass=BotPack.Bot,Description="Dark Mole")
Object=(Name=TeamOrbit.DarkSelect,Class=Class,MetaClass=BotPack.SelectionDude,Description="DarkSelect")
int file for MoleSkins
Show
Huh, GridWheel is still listed:
[Public]

Object=(Name=MoleSkins.Dark,Class=Texture,Description="DarkMole")
Object=(Name=MoleSkins.Dark1T_0,Class=Texture)
Object=(Name=MoleSkins.Dark1T_1,Class=Texture)
Object=(Name=MoleSkins.Dark1T_2,Class=Texture)
Object=(Name=MoleSkins.Dark1T_3,Class=Texture)
Object=(Name=MoleSkins.Dark4Dark,Class=Texture,Description="Dark")
Object=(Name=MoleSkins.Dark4Inky,Class=Texture,Description="Inky")
Object=(Name=MoleSkins.Dark5Dark,Class=Texture)
Object=(Name=MoleSkins.Dark5Inky,Class=Texture)

Object=(Name=MoleSkins.Dess,Class=Texture,Description="Dessert")
Object=(Name=MoleSkins.Dess1T_0,Class=Texture)
Object=(Name=MoleSkins.Dess1T_1,Class=Texture)
Object=(Name=MoleSkins.Dess1T_2,Class=Texture)
Object=(Name=MoleSkins.Dess1T_3,Class=Texture)
Object=(Name=MoleSkins.Dess4Dess,Class=Texture,Description="Dessert")
Object=(Name=MoleSkins.Dess4Dust,Class=Texture,Description="Ghost")
Object=(Name=MoleSkins.Dess5Dess,Class=Texture)
Object=(Name=MoleSkins.Dess5Dust,Class=Texture)

Object=(Name=MoleSkins.Mole,Class=Texture,Description="Mole")
Object=(Name=MoleSkins.Mole1T_0,Class=Texture)
Object=(Name=MoleSkins.Mole1T_1,Class=Texture)
Object=(Name=MoleSkins.Mole1T_2,Class=Texture)
Object=(Name=MoleSkins.Mole1T_3,Class=Texture)
Object=(Name=MoleSkins.Mole4Spar,Class=Texture,Description="Spartacus")
Object=(Name=MoleSkins.Mole4Stan,Class=Texture,Description="Standard")
Object=(Name=MoleSkins.Mole5Stan,Class=Texture)
Object=(Name=MoleSkins.Mole5Spar,Class=Texture)

Object=(Name=MoleSkins.Selk,Class=Texture,Description="Selket")
Object=(Name=MoleSkins.Selk1T_0,Class=Texture)
Object=(Name=MoleSkins.Selk1T_1,Class=Texture)
Object=(Name=MoleSkins.Selk1T_2,Class=Texture)
Object=(Name=MoleSkins.Selk1T_3,Class=Texture)
Object=(Name=MoleSkins.Selk4Dess,Class=Texture,Description="Selket")
Object=(Name=MoleSkins.Selk5Dess,Class=Texture)

Object=(Name=MoleSkins.Grid,Class=Texture,Description="GridWheel")
Object=(Name=MoleSkins.Grid1T_0,Class=Texture)
Object=(Name=MoleSkins.Grid1T_1,Class=Texture)
Object=(Name=MoleSkins.Grid1T_2,Class=Texture)
Object=(Name=MoleSkins.Grid1T_3,Class=Texture)
Object=(Name=MoleSkins.Grid4Dess,Class=Texture,Description="GridWheel")
Object=(Name=MoleSkins.Grid5Dess,Class=Texture)
If you need specific files names (DesertMole is DessBot.int for example) let me know.
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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Jul 28, 2017 7:55 am

Kinda weird how the skins are there own class rather than using Mole as the source.

But Thanks for the ints. Should make this much easier. What's SelectionDude anyway? Is that their animations in Player Setup? They already animate for me.

EDIT: Turns out they're not as Passive as you claimed them to be. Yes, They do, on occasion simply monitor a target without retaliation, but It seems that, as intended, they will fight what they see.
I can honestly see myself using these in my new XBots roster. Expect possible gameplay screenshots soon!
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Re: Team Orbit Player Classes in UT?

Post by EvilGrins » Fri Jul 28, 2017 9:09 am

UTNerd24 wrote:Kinda weird how the skins are there own class rather than using Mole as the source.
That would be because they're not skins, they're models... and as each one only has its default skin there's no extra skin name.
UTNerd24 wrote:What's SelectionDude anyway?
I'm embarrassed to admit until you asked I'd never noticed that before.

*runs off to skim the Botpack.u file*
found it
Show
class SelectionDude extends Info;

// Selection and Trophy Dude.

//*****************
// Selection

// Commando
#exec MESH IMPORT MESH=SelectionMale1 ANIVFILE=MODELS\SelectionMale1_a.3d DATAFILE=MODELS\Cmmndo_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=SelectionMale1 X=-135 Y=60 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=SelectionMale1 SEQ=All STARTFRAME=0 NUMFRAMES=53
#exec MESH SEQUENCE MESH=SelectionMale1 SEQ=breath3 STARTFRAME=0 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionMale1 SEQ=breath2 STARTFRAME=18 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionMale1 SEQ=breath1 STARTFRAME=36 NUMFRAMES=18

#exec MESHMAP SCALE MESHMAP=SelectionMale1 X=0.0575 Y=0.0575 Z=0.115

// Soldier
#exec MESH IMPORT MESH=SelectionMale2 ANIVFILE=MODELS\SelectionMale2_a.3d DATAFILE=MODELS\Soldr_d1.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=SelectionMale2 X=-135 Y=60 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=SelectionMale2 SEQ=All STARTFRAME=0 NUMFRAMES=53
#exec MESH SEQUENCE MESH=SelectionMale2 SEQ=breath3 STARTFRAME=0 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionMale2 SEQ=breath2 STARTFRAME=18 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionMale2 SEQ=breath1 STARTFRAME=36 NUMFRAMES=18

#exec MESHMAP SCALE MESHMAP=SelectionMale2 X=0.0575 Y=0.0575 Z=0.115

// Commando Girl
#exec MESH IMPORT MESH=SelectionFemale1 ANIVFILE=MODELS\SelectionFemale1_a.3d DATAFILE=MODELS\tfemale1_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=SelectionFemale1 X=0 Y=-100 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=SelectionFemale1 SEQ=All STARTFRAME=0 NUMFRAMES=53
#exec MESH SEQUENCE MESH=SelectionFemale1 SEQ=breath3 STARTFRAME=0 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionFemale1 SEQ=breath2 STARTFRAME=18 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionFemale1 SEQ=breath1 STARTFRAME=36 NUMFRAMES=18

#exec MESHMAP SCALE MESHMAP=SelectionFemale1 X=0.0575 Y=0.0575 Z=0.115

// Soldier Girl
#exec MESH IMPORT MESH=SelectionFemale2 ANIVFILE=MODELS\SelectionFemale2_a.3d DATAFILE=MODELS\tfemale2_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=SelectionFemale2 X=0 Y=-100 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=SelectionFemale2 SEQ=All STARTFRAME=0 NUMFRAMES=53
#exec MESH SEQUENCE MESH=SelectionFemale2 SEQ=breath3 STARTFRAME=0 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionFemale2 SEQ=breath2 STARTFRAME=18 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionFemale2 SEQ=breath1 STARTFRAME=36 NUMFRAMES=18

#exec MESHMAP SCALE MESHMAP=SelectionFemale2 X=0.0575 Y=0.0575 Z=0.115

// Boss
#exec MESH IMPORT MESH=SelectionBoss ANIVFILE=MODELS\SelectionBoss_a.3d DATAFILE=MODELS\Boss_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=SelectionBoss X=-135 Y=60 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=SelectionBoss SEQ=All STARTFRAME=0 NUMFRAMES=53
#exec MESH SEQUENCE MESH=SelectionBoss SEQ=breath3 STARTFRAME=0 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionBoss SEQ=breath2 STARTFRAME=18 NUMFRAMES=18
#exec MESH SEQUENCE MESH=SelectionBoss SEQ=breath1 STARTFRAME=36 NUMFRAMES=18

#exec MESHMAP SCALE MESHMAP=SelectionBoss X=0.056 Y=0.056 Z=0.112

//*****************
// Trophy

// Commando
#exec MESH IMPORT MESH=TrophyMale1 ANIVFILE=MODELS\TrophyMale1_a.3d DATAFILE=MODELS\Cmmndo_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=TrophyMale1 X=-150 Y=80 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=All STARTFRAME=0 NUMFRAMES=397
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy1 STARTFRAME=0 NUMFRAMES=70
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy2 STARTFRAME=70 NUMFRAMES=61
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy3 STARTFRAME=131 NUMFRAMES=66
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy4 STARTFRAME=197 NUMFRAMES=55
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy5 STARTFRAME=263 NUMFRAMES=68
#exec MESH SEQUENCE MESH=TrophyMale1 SEQ=Trophy6 STARTFRAME=331 NUMFRAMES=66

#exec MESHMAP SCALE MESHMAP=TrophyMale1 X=0.0575 Y=0.0575 Z=0.115

// Soldier
#exec MESH IMPORT MESH=TrophyMale2 ANIVFILE=MODELS\TrophyMale2_a.3d DATAFILE=MODELS\Soldr_d1.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=TrophyMale2 X=-150 Y=80 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=All STARTFRAME=0 NUMFRAMES=397
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy1 STARTFRAME=0 NUMFRAMES=70
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy2 STARTFRAME=70 NUMFRAMES=61
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy3 STARTFRAME=131 NUMFRAMES=66
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy4 STARTFRAME=197 NUMFRAMES=55
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy5 STARTFRAME=263 NUMFRAMES=68
#exec MESH SEQUENCE MESH=TrophyMale2 SEQ=Trophy6 STARTFRAME=331 NUMFRAMES=66

#exec MESHMAP SCALE MESHMAP=TrophyMale2 X=0.0575 Y=0.0575 Z=0.115

// Commando Girl
#exec MESH IMPORT MESH=TrophyFemale1 ANIVFILE=MODELS\TrophyFemale1_a.3d DATAFILE=MODELS\tfemale1_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=TrophyFemale1 X=-30 Y=-75 Z=20 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=All STARTFRAME=0 NUMFRAMES=397
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy1 STARTFRAME=0 NUMFRAMES=70
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy2 STARTFRAME=70 NUMFRAMES=61
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy3 STARTFRAME=131 NUMFRAMES=66
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy4 STARTFRAME=197 NUMFRAMES=55
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy5 STARTFRAME=263 NUMFRAMES=68
#exec MESH SEQUENCE MESH=TrophyFemale1 SEQ=Trophy6 STARTFRAME=331 NUMFRAMES=66

#exec MESHMAP SCALE MESHMAP=TrophyFemale1 X=0.0575 Y=0.0575 Z=0.115

// Soldier Girl
#exec MESH IMPORT MESH=TrophyFemale2 ANIVFILE=MODELS\TrophyFemale2_a.3d DATAFILE=MODELS\tfemale2_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=TrophyFemale2 X=-30 Y=-75 Z=20 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=All STARTFRAME=0 NUMFRAMES=397
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy1 STARTFRAME=0 NUMFRAMES=70
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy2 STARTFRAME=70 NUMFRAMES=61
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy3 STARTFRAME=131 NUMFRAMES=66
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy4 STARTFRAME=197 NUMFRAMES=55
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy5 STARTFRAME=263 NUMFRAMES=68
#exec MESH SEQUENCE MESH=TrophyFemale2 SEQ=Trophy6 STARTFRAME=331 NUMFRAMES=66

#exec MESHMAP SCALE MESHMAP=TrophyFemale2 X=0.0575 Y=0.0575 Z=0.115

// Boss
#exec MESH IMPORT MESH=TrophyBoss ANIVFILE=MODELS\TrophyBoss_a.3d DATAFILE=MODELS\Boss_d.3D UNMIRROR=1 LODSTYLE=12
#exec MESH ORIGIN MESH=TrophyBoss X=-150 Y=80 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=TrophyBoss SEQ=All STARTFRAME=0 NUMFRAMES=397
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy1 STARTFRAME=0 NUMFRAMES=70
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy2 STARTFRAME=70 NUMFRAMES=61
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy3 STARTFRAME=131 NUMFRAMES=66
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy4 STARTFRAME=197 NUMFRAMES=55
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy5 STARTFRAME=263 NUMFRAMES=68
#exec MESH SEQUENCE MESH=TrophyBoss SEQ=Trophy6 STARTFRAME=331 NUMFRAMES=66

#exec MESHMAP SCALE MESHMAP=TrophyBoss X=0.056 Y=0.056 Z=0.112
I'm guessing SelectionDude is for any Model selection Class.
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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Jul 28, 2017 9:23 am

Aha. So essentially they are animation scripts for the models when being selected.

Well, I'm proud to say that I've Successfully ported all the classes to UT! When I get the time, I'll probably upload some pics to the Screenshots for Fun thread.
However, If anyone finds a workaround to the models having no voices, I'm all ears.

Once again, Oji, Grins, All of you... THANK YOU <3

This is why I love this community: you're all willing to lend a hand.

EDIT: It seems that when I change the voices via XBots as Grins Suggested, they revert back to the original voice when a game starts.
Damn that was fun.

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Re: Team Orbit Player Classes in UT?

Post by OjitroC » Fri Jul 28, 2017 2:55 pm

UTNerd24 wrote: EDIT: It seems that when I change the voices via XBots as Grins Suggested, they revert back to the original voice when a game starts.
That's odd as now I only change bot or player classes, skins, voices, etc by manually editing the User.ini or the XBotsLists.ini and that works fine.

Which ones (models) do that? Can you post a sample of what you have put in XBotsLists.ini for one of them (for VoiceType and BotClasses)? What original voices do they revert to (when you say original you mean what?)? Is there anything in your UT.log that might shed light on this?

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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Jul 28, 2017 3:36 pm

Ok so. Heres what my lines looks like:

Code: Select all

VoiceType[0]=BotPack.VoiceMaleTwo
BotClasses[0]=TeamOrbit.NCM1Bot
BotSkins[0]=NCM1Skins.EOMa
I called him Hank Hill

I had a quick 1v1 with him and he was using Taunts from the NC Male voice.

After that, I close UT and I check XBots again.

Code: Select all

VoiceType[0]=
The other lines were intact, Just the voice was removed.
Is it possible that the voices are "Built-In" to the bots?
I mean, this IS a Total Conversion we're talking about here, so its highly probable there are coding methods present that are not familiar with the good ol main game.

EDIT: Looks like editing the User.Ini did the trick. But How will I be able to do this with Bots 33 and beyond? Yeah... I use allot of different custom bots for... Immersion... I think? But yeah. It is rather headscratching.
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Re: Team Orbit Player Classes in UT?

Post by EvilGrins » Fri Jul 28, 2017 4:12 pm

UTNerd24 wrote:It seems that when I change the voices via XBots as Grins Suggested, they revert back to the original voice when a game starts.
That's because of another difference. My TO-mech models you can select voices for them from standard setup, but I wanted to use voices they weren't setup for.

I wanted to use the Xan voices on them, but they're setup to use standard Male Soldier selected voices... so I manually edited Xan voicepacks to them in Xbots.
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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Jul 28, 2017 4:33 pm

EvilGrins wrote:... so I manually edited Xan voicepacks to them in Xbots.
So essentially Unisex voicepacks?
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Re: Team Orbit Player Classes in UT?

Post by EvilGrins » Fri Jul 28, 2017 6:35 pm

UTNerd24 wrote:So essentially Unisex voicepacks?
Sort of.

I've got a Swearing Xan, a Female Robotic voice, and other such things that are more suited for machine characters.
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Re: Team Orbit Player Classes in UT?

Post by OjitroC » Fri Jul 28, 2017 6:37 pm

UTNerd24 wrote: So essentially Unisex voicepacks?
Yes, through a unisex .int file - for those you want to use on boss bots/players and male bots/players

Code: Select all

include
MetaClass=BotPack.VoiceMale
MetaClass=BotPack.VoiceBoss
and similarly for females (changing VoiceMale to VoiceFemale). The voice will show up in the selection windows for both classes of bots/players.

I played briefly as the NCFemale without a voice and, in-game, was using the Male2 voice - then added a female voice (not the NC one) in User.ini and that worked OK - checked the User.ini after the game and the female voice was still there. Also played as a Mole and that used the Male2 voice as well.

Checked the UT.log and saw this "ScriptLog: **** NeoCairo.UTCheck - Changed Class to Botpack.TMale2" - so that explains the male voice but this change of class does not appear to affect the model (still played as Mole, etc).

The other thing I've noticed is that in the default properties of the NC players/bots (in TeamOrbit.u), the VoicePackMetaClass is always the same as the VoiceType. So, for example, for the NCM1 the VoiceType is TeamOrbit.VoxMale1 and the VoicePackMetaClass is also TeamOrbit.VoxMale1. However I think this is wrong as all 6 of the voices extend Botpack.VoiceBoss. This may explain why the voices don't show up in the player/bot voice selection box.

You could try the following
  1. 1 Open up TeamOrbit.u in the UEd (having made a back-up just in case)
    2 Take any one of the players and bots (say NCM1 and NCM1bot) and alter the VoicePackMetaClass to Botpack.VoiceBoss and save the .u file
    3 See if any voices appear in the voice selection box for the player and bot - if they do, then that confirms that it is this default property that prevents voices showing up

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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Tue Aug 01, 2017 4:02 am

OjitroC wrote: You could try the following
  1. 1 Open up TeamOrbit.u in the UEd (having made a back-up just in case)
    2 Take any one of the players and bots (say NCM1 and NCM1bot) and alter the VoicePackMetaClass to Botpack.VoiceBoss and save the .u file
    3 See if any voices appear in the voice selection box for the player and bot - if they do, then that confirms that it is this default property that prevents voices showing up
You see, thats the thing. I kinda wanted to alter the core files so it has the UT voices by default, but A. I have the Steam version of UT meaning that Unreal Ed is out of the question, and B. Even though TO isn't exactly the most active Dev group in the community, I kinda think that they won't appreciate their work being altered for ones specific desires. I wouldn't say it's "Legal issues", its more like spraying a mustache on the DM-Tutorial angel pictures.

I have been given the instructions on how to fix Unreal ED before, but seeing how it requires a SEPARATE instance of the game, I'm afraid ill have to pass. I know that comes off as "Lazy" in a way, But I don't think I could muster jumping through all these hoops for one sole objective. Its reasons like that I actually praise Modders like you for having the skill and patience to figure this stuff out.

So We're more or less at limbo at the moment, but what matters is, for the most part, I got what I needed. If anyone has any further discoveries/updates, I'm all ears.
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Re: Team Orbit Player Classes in UT?

Post by OjitroC » Tue Aug 01, 2017 10:24 am

UTNerd24 wrote: Its reasons like that I actually praise Modders like you for having the skill and patience to figure this stuff out.

So We're more or less at limbo at the moment, but what matters is, for the most part, I got what I needed. If anyone has any further discoveries/updates, I'm all ears.
I'm certainly not a modder nor do I have any particular skill.

I did try what I suggested earlier but what I thought might be a default property is not and can not be easily edited in UEd. In fact, the TeamOrbit.u code is obfuscated and can't be viewed in UEd, though it can be decompiled by UTPT.exe.

The only other thing I can think of, and you may be doing this already, is to put all the TeamOrbit bots you want to use in the list in User.ini - provided that, as you have suggested, the voice type isn't altered or removed in-game.

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Re: Team Orbit Player Classes in UT?

Post by EvilGrins » Fri Aug 18, 2017 9:23 am

Is this project still ongoing? Thread activity has kinda died down, and I kinda wanna see how things have developed.
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Re: Team Orbit Player Classes in UT?

Post by UTNerd24 » Fri Aug 18, 2017 11:31 am

Its not so much that the thread lacks activity, but more that I figured out how to get the requested outcomes.
But You are welcome to make any further input if you wish!
Damn that was fun.

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