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Unreal Rider Project
#41
Posted 17 June 2008 - 08:01 AM
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#42
Posted 17 June 2008 - 03:13 PM
Hi All,
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.
Looking good. We can easily use a custom mesh, so we don't need to be able to scale it. I believe John has already done one we can try? Although will that affect our collision?
#43
Posted 18 June 2008 - 07:52 AM
see u this evening
![:crazed:](http://forums.revora.net/public/style_emoticons/default/smile.gif)
#44
Posted 18 June 2008 - 04:12 PM
Added my msn to my profile, today at 8 pm gmt I'll be at work, but if nothing weird happens I'll be able to chat.
#45
Posted 18 June 2008 - 05:22 PM
#46
Posted 18 June 2008 - 07:55 PM
1) Map Kantham + Map John
This is important that someone set up one (or both) of these maps (Luke or John) before Friday that won't need a lot of time I think
2) upload source Luke
I'll do this Tonight or tomorrow (fast)
3) fix LinkGun
=> Knighteyes
4) SurferRocket => grapple
=> Erwan or Luke if I don't find time
5)
- When score / ShieldVolume back up
=> Erwan
- When ShieldVolume is enabled, people inside die
=> Erwan
- deployables need fixing - need to select like normal weapons, mines need to have proper damage effects
=> Luke
The fifth statement is not mandatory for me. We should focus on the other points to release a BetaGameType and map by Tuesday at last.
Let's go guys we're close
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#47
Posted 18 June 2008 - 10:34 PM
Done (update your repository, you will get luke's source code and assets)2) upload source Luke
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#48
Posted 19 June 2008 - 10:27 PM
Done (I've updated source code and my test map on svn with an example of the new kismet event and action)- When score / ShieldVolume back up
=> Erwan
- When ShieldVolume is enabled, people inside die
=> Erwan
I take a look at SurferRocket, that would be harder than we think. We need to rewrite the SurferRocket as an AirVehicle and not just copy/paste code. That means that we need first a SkeletalMesh (John has made one based on Avril StaticMesh) I didn't test it for now because it's quite late. Today was my last evening before monday so Luke if you want to take a look at this SurferRocket ask John
![:thumbsupsmiley:](http://forums.revora.net/public/style_emoticons/default/wink.gif)
Well Have a nice weekend, see u on monday
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#49
Posted 20 June 2008 - 01:30 PM
#50
Posted 23 June 2008 - 05:04 AM
I've updated the mega rox (rocket launcher), 2 known bugs: when your ammo count is 10 rockets and you fire, you get still 1 rocket (you should have 0), that's a miscalculation. The second, sometimes, it takes 2 clicks to pass from the reloading ammo state to the firing state. Seems to be random, can't find the reason yet.
I'm updating the mega link code. You can wield two of them (have to fix the way they are shown), but only the left one fires. The other one does the animation as if it is firing, but you never get to see the projectiles nor the beam. Any idea will be welcomed.
#51
Posted 23 June 2008 - 07:43 AM
@knighteyes
I noticed that too. Method fire is not called the first time you enter the state. To solve that, call method XXfireXX() from BeginState or add a label in the stateThe second, sometimes, it takes 2 clicks to pass from the reloading ammo state to the firing state. Seems to be random, can't find the reason yet.
state toto { begin: fire(); }
#52
Posted 23 June 2008 - 01:51 PM
simulated state toto { begin: if (Role == ROLE_Authority) { fire(); } }
And the beginFire also has the same if.
Everytime you click the secondary click, you reload ammo and go back to Active state. I think the problem is that it doesn't change to Active state as it should.
@Luke: there's a test map in content folder where you can find kismet example
@knighteyesI noticed that too. Method fire is not called the first time you enter the state. To solve that, call method XXfireXX() from BeginState or add a label in the stateThe second, sometimes, it takes 2 clicks to pass from the reloading ammo state to the firing state. Seems to be random, can't find the reason yet.
state toto { begin: fire(); }
#53
Posted 23 June 2008 - 08:39 PM
#54
Posted 24 June 2008 - 02:39 PM
How's it going? I'll be online tonight , my girlfriend is away til 11-12PM
![:dry:](http://forums.revora.net/public/style_emoticons/default/happy.gif)
Let's do some network tests
#55
Posted 24 June 2008 - 03:42 PM
Edit: Here it is. Had to dig it out manually, 'cos it wasn't coming up in the searches :@
http://utforums.epic...ad.php?t=614556
Edited by ambershee, 24 June 2008 - 04:41 PM.
#56
Posted 25 June 2008 - 03:43 AM
Bots never go dual wielding, wonder why is that.
If someone has time to check the code, feel free to do it.
I'll give it some more hours tomorrow, but lack of progress is frustrating.
#57
Posted 25 June 2008 - 02:41 PM
I am uploading a snapshot of my current code to FTP, as well as a version of Satellite. I had difficulty getting the Test to work, as well as Satellite, so it may need redoing,
I'm going to try and get a third map running based on CTF-Face, with a different type of objective (pressure pad activated by tank) tonight.
The code here is pretty much complete, has all working deployables and weapons, with the class menu and the rest. It is based on version 126, so should be very up to date and easy to merge with.
What needs doing is this: I need a zip archive with what will be the downloadable product as it stands - the compiled source, config files, assets and both maps. This should have relevant installation instructions and such like. The game mode should be called 'CTF++', and the map prefix is CTFPlus - this matches Warfare++ that I released last month. You can download that here, and look at it's installation structure:
http://www.moddb.com/mods/warfare
If there is an issue with Satellite you can download and modify it here (remove weapons, armour some vehicles and add shield generator):
http://utforums.epic...ad.php?t=602801
The downoadable zip will be here when finished uploading:
http://sheelabs.game...iles/URSnap.zip
#58
Posted 25 June 2008 - 10:11 PM
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I'll do better next project
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#59
Posted 26 June 2008 - 02:46 PM
#60
Posted 26 June 2008 - 03:06 PM
I'll stay online, that would be better if you can connect.
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