v64
- Allow use hud commands without spawned vehicles, just add XVehiclesHUD in mutator list.
- Optimize code.
- Add Raptor.
- Add mutator for swap heli and raptor: XChopVeh.XHeli2Raptor
- Improve Heli.
- Engine alter pitch now use same global properties for each vehicle type.
- Fix wrong direction of fire on close distance for dual guns.
- Fix bouncing chopper vehicles.
- Add Raptor in Summon mutator as "veh 10".
- Remove turret turn sound for resolve net play bugs with turrets in air.
- Add Grinder.
- Add mutator for swap JeepTDX and Grinder: XXMP.XJeepTDX2Grinder
- Add Grinder in Summon mutator as "veh 11".
- Fix Jeeps turrets passed through jeep body.
- Add hint how enter to vehicle if you enough close.
- Fix announcer in case when score increment in more then one.
- Add new game mode Greed.
- Show info how exit from vehicle if hold crouch inside it.
Updated in first post: https://ut99.org/viewtopic.php?t=14936
Auto merged new post submitted 30 minutes later
Greed
Game mode that focuses on collecting skulls dropped from dead players and capturing them in the opposing team's base. For Greed, the game uses all Capture the Flag and Vehicle Capture the Flag maps.
Info: https://unreal.fandom.com/wiki/Greed
Skulls: https://unreal.fandom.com/wiki/Skull
The objective in Greed is to get the highest number of skulls. A player can collect skulls by fragging enemy players, and picking their skulls up. The player will then take the skulls to the enemy bases "hoop" and redeem them for points. The first team to reach the score limit wins.
Green skulls is same as UT3 Silver skulls.
Green skull give +1 point.
Gold - +5.
Red - +20.
For every five and ten skulls the player delivers, players are awarded fifty points of armor and thirty seconds of UDamage respectively. The UDamage timer will stack, whereas the armor will not.
Matches in Vehicle CTF maps have bonuses regarding main seats in vehicles. Killing players driving big vehicles grant 10 skulls (dropped as 2 gold skulls), killing players driving medium vehicle grant 6 skulls (1 silver + 1 gold) and killing players driving any other vehicle except Turrets grant 2 skulls (2 silver).
To reduce the mess caused by huge drop counts, players first drop red skulls worth 20 points, then gold skulls worth 5 points and finally green skulls worth 1 point.
Auto merged new post submitted 22 minutes later
Greed - Gameplay video:
XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)
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Re: XVehicles (Network play) (VCTF, VMH for UT99)
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
checked out the update! love new vehicles!
problem - bots are having trouble entering vehicles and keep jumping. happening all over map.
n.b.: first 8 seconds of video have black screen for some reason
problem - bots are having trouble entering vehicles and keep jumping. happening all over map.
n.b.: first 8 seconds of video have black screen for some reason
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Need setup for reproduce issue.
For me bots enter to vehicle without problems. So maybe it is map related.
Maybe they want reach some other place or collide set wrong.
Did you try look via MindReader what actually bots try do?
For me bots enter to vehicle without problems. So maybe it is map related.
Maybe they want reach some other place or collide set wrong.
Did you try look via MindReader what actually bots try do?
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
this is my first time using mindreader, and I'm not sure what to look for, so i figured i would create another video so you can see it.
I didn't have this problem with previous version of xvehicles.
this is also an assault map, I'll include it below if that helps:
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Editor.log wrote:Can't find file for package XXMP
"If Origin not in center it be not in center." --Buggie
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Guess this means no getting any new version of XV until this is fixed.
That:
XXMP.u
That:
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· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Oops, haven't upgraded to V64 yet.
Thanks.
Auto merged new post submitted 27 minutes later
Issue confirmed on Tank Server.darkbarrage99 wrote: ↑Mon May 20, 2024 11:49 am problem - bots are having trouble entering vehicles and keep jumping. happening all over map.
--- 8< ---
(In the above map "AS-XV-MazonWIP.unr" mapper has added "NavigationPoints"? Never seen such, I expect only children of that class. )
"If Origin not in center it be not in center." --Buggie
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
In the meantime, so long as the bug is still in effect... SLAUGHTER THEM BOTS!
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Test build without bug:
Auto merged new post submitted 1 minute later
Auto merged new post submitted 1 minute later
NavigationPoint is normal actor and can be used in maps.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
hey thanks! it's working now
still need to figure out why the bots aren't jumping out of vehicles to press buttons though, as seen towards end of video
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
For real debug you need run 1-2 bots with mind reader.
You need make smooth run bot alone, before you can goes further.
For exit - try make fort, which need touch - game relevant. bGameRelevant.
I can try add support for this in future versions if it work.
Auto merged new post submitted 2 minutes later
Also strongly suggest make debug and test with SmartStockBots. It is make huge difference, so you need be expect it be used.
Auto merged new post submitted 54 minutes later
Here test build with improve AS support:
- exit for forts which need be triggered
- not set as enemy such forts, during search enemies.
You need make smooth run bot alone, before you can goes further.
For exit - try make fort, which need touch - game relevant. bGameRelevant.
I can try add support for this in future versions if it work.
Auto merged new post submitted 2 minutes later
Also strongly suggest make debug and test with SmartStockBots. It is make huge difference, so you need be expect it be used.
Auto merged new post submitted 54 minutes later
Here test build with improve AS support:
- exit for forts which need be triggered
- not set as enemy such forts, during search enemies.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
test build is definitely working well! thanks, that was fast! well done!
one last problem, at least for this map, is that the bots aren't shooting the final objective with vehicle weapons. I'll use mind reader at a later time if necessary.
one last problem, at least for this map, is that the bots aren't shooting the final objective with vehicle weapons. I'll use mind reader at a later time if necessary.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
For a future idea, maybe have some XVehicles act as a 'fortStandard' in certain assault maps. There is a an existing assault map where the attacking team has to eliminate the Skaarj Lord on a final objective.
How about destroying turrets, a tank or something similar? Would need a good example map in such case.
How about destroying turrets, a tank or something similar? Would need a good example map in such case.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)
Maybe just put FortStandard inside vehicle, and that all. Set physics PHYS_Trail, and set owner to vehicle. Hp choose low, so blown veh kill it.
Try make Mover planes not solid. Possible this make it transparent for shots and trace checks.
Fort located inside mover. That mean center point not reachable. Such Actors can register damage not always, since technically it inside wall.darkbarrage99 wrote: ↑Wed May 22, 2024 8:43 am one last problem, at least for this map, is that the bots aren't shooting the final objective with vehicle weapons. I'll use mind reader at a later time if necessary.
Try make Mover planes not solid. Possible this make it transparent for shots and trace checks.