Unreal Rider Project
#21
Posted 12 June 2008 - 07:30 PM
Super Rocket Launcher (UR_Weap_MegaRox.uc): working on this one.
Super Link Gun: haven't touched it. No idea how to make it heal the shield. Maybe Xingmao can give me a hand with this.
Surfer and Surfer Rocket: I saw an avi with a Surfer, but no idea how to tie the redeemer shooting with that.
I'm sorry for being super slow, but the return from the couple of months of uscript inactivity is being hard to overcome.
I read that you¡re not gonna be around the weekend, sorry for that, it's the time I have more hours to code and I'd like to have you around to ask.
I'll keep working on the ssuper rocket launcher.
#22
Posted 12 June 2008 - 08:32 PM
The real trick is getting dual weapons on them for the Double Damage class. I recently found a mutator that includes dual snipers and link guns, might be worth looking at. It's "EliteMachines XV".
#23
Posted 13 June 2008 - 05:12 AM
Error: Error reading attributes for 'D:\Archivos de programa\juegos\Unreal Tournament 3\Binaries\..\UTGame\Unpublished\CookedPC\Script\UnrealRider.u'
I don't use the '-useunpublished' switch.
I spent many hours and still can't figure out many things, since we have just a few days to finish, I prefer to be just a dumb code monkey and ask you, so I can finish sooner (normally, I'd take more hours and even days to figure it out by myself).
I'm looking at the code for the MegaRox, it reloads ammo with the alternate fire and also fires a projectile. The only place I see it can be re-loading ammo is in ProjectileFire (is that correct?), but it doesn't show a log message I put there.
On the other hand, the customFire shows log messages, but does not shoots. I see a lot of projectiles spawned (in code, not in the game) should they go in an array or something? What do I have to do to shoot'em?
I've been searching for examples but couldn't find anything useful.
Sorry to bother you with questions, but I know we have little time, so I think iit's better to ask and finish than keep trying and fail the deadline.
#24
Posted 13 June 2008 - 07:56 AM
About your problem, you need option -useunpublished when compiling and launching game.
ah btw, I've fixed the healing shield stuff
#25
Posted 13 June 2008 - 12:19 PM
#26
Posted 13 June 2008 - 08:22 PM
There is also a set of materials in there for you, Erwan - and a sample alternative that uses a circuitry texture that you could potentially swap in the original base, if you think it might look better, and plenty of colour variations for you to play with (or you can create your own easily).
Attached Files
#27
Posted 13 June 2008 - 11:38 PM
The MegaRox fire code was experimental. I was trying to work out why it was still firing three rockets with alt-fire, when it should have been using a different fire method. May be prudent to read the description at the beginning of this thread, and work from there, rather than look at the other code
I'm doing both
I'll be struggling with this this weekend. The weird part is that one functions logs but does nothing and the other works but doesn't log. The unexplainable is just lack of knowledge, so after a few/lot hours of try and error I'll get somewhere and will be wiser (sort of).
Have a good weekend
#28
Posted 14 June 2008 - 03:25 AM
The MegaRox fire code was experimental. I was trying to work out why it was still firing three rockets with alt-fire, when it should have been using a different fire method. May be prudent to read the description at the beginning of this thread, and work from there, rather than look at the other code
I'm doing both
I'll be struggling with this this weekend. The weird part is that one functions logs but does nothing and the other works but doesn't log. The unexplainable is just lack of knowledge, so after a few/lot hours of try and error I'll get somewhere and will be wiser (sort of).
Have a good weekend
Sounds about right. I'll catch you guys ASAP this weekend. If you get caught fire in the forums.
#29
Posted 15 June 2008 - 01:48 PM
I've finished (and uploaded) the first version of shield system. I've added in folder content a test map CTF-EA-UnrealRider based on John's work(UnrealRider_shieldgenerator.upk and EA_UR_Package.upk are required). This map contains an example of allctors, kismet event and action used to handle ShieldSystem (ShieldGenerators are located in the center of the map).
Thie shieldVolume is invisible for now because I don't know how to set a material to a volume? (I may need to add an ActorComponent inside luke any idea ?)
Luke could you upload all your code to svn. We could start test on the new map in the beginning of next week
FeedBack is appreciated
#30
Posted 15 June 2008 - 03:10 PM
Edited by Darknet, 15 June 2008 - 03:12 PM.
#31
Posted 15 June 2008 - 04:07 PM
I use our GameType which is currently a simple CTFGameDid you test this in gametype mod or you tested out in unreal editor?
Great bug indeed !!!. Didn't know the player need to go back team flag to scoreI try to get to other team flag and return it base I got block by the volume
In fact, I know this behaviour and keep it, team has to be responsibleThere was one error I think that the player can attack their own genartor to lose health
For now, enable and disable message are sent to the team which owns the shieldgenerator but I think I will send messsage to all players because enemies don't know when they disable the shieldgenerator.
#32
Posted 15 June 2008 - 04:13 PM
#33
Posted 15 June 2008 - 05:51 PM
The Bug, John as Mentioned above, has been fixed (I've added a Bump Method in ShieldVolume as Touch/UnTouch is not called because of bBlockActors=true)
I think it's Time Meeting, I'd like to know what has to be done for first release
#34
Posted 16 June 2008 - 03:37 AM
Please check it. I'll try to do the megalink stuff, but I don't know how long it would take me. The rocket launcher seemed easy, but without enough reading material it takes a lot of time to figure out even the simplest of things (at least, it takes a lot of time to me :( ).
Feedback will be appreciated.
#35
Posted 16 June 2008 - 07:26 AM
When I upload Shield System yesterday, I ask myself "How player can find those ShieldGenerators???" So I 've updated the HUD with a new feature. Just below score, a number has been added, it represents the number of enabled shield generator (and of course decrease/increase according to generator state). I've also added an arrow (same as UTCTFFlag )which points to the nearest disabled friendly generator and nearest enabled enemy generator. I still have some problems with screen position, I'll fixed that tonight if I can find time
#36
Posted 16 June 2008 - 08:04 AM
Either way, meeting, 8pm GMT on Wednesday night? We shouldn't hopefully have too much to do apart from tightening stuff up.
If you haven't solved the materials on the volume issue yet, you'll want to take a look at the UT3 slow field - it's a special volume that can be deployed - but uses a mesh.
Edited by ambershee, 16 June 2008 - 02:51 PM.
#37
Posted 16 June 2008 - 08:38 PM
By the way, here is the new HUD, that's quite simple but it's mandatory if people wants to find these ShieldGenerators. (see the two numbers below and their respective arrow pointed in the right direction ^^)
I'll take a look to SlowVolume right now
Enjoy
Ps: if someone can tell me why the console command "editactor class=UR_HUD" doesn't work, I will save a hug amount of time
Edited by xiongmao, 16 June 2008 - 08:39 PM.
#38
Posted 16 June 2008 - 08:43 PM
#39
Posted 16 June 2008 - 10:31 PM
New update on ShieldVolume (Thx Luke for the tips). a static mesh with luke's material has been added to the ShieldVolume. The main problem is that we can't set a custom size for the volume anymore (In fact I should extends from actor instead of volume) but it doesn't matter as the ShieldVolume must fit Flag Dimension.
Enjoy
#40
Posted 16 June 2008 - 11:56 PM
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