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Hyper.nl Unreal Services The forum of Hyper.nl Unreal Services and the semi-offical resource for Winged Unicorn's Unreal mods
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Shadow
Joined: 31 Mar 2008 Posts: 97 Location: Ukraine
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Posted: Thu Sep 02, 2010 11:59 am Post subject: What to do |
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Thinking of about some mod where will be created weapons with realistical ballistics, interesting items and not only this...
I lost all related to my old projects but still wanna mod a bit =)
So decided to work on with real and pseudo-real weapons and items
I'm gonna to use UT models and models from few favourite mods.
Can you ppl please help ve a bit with a few questions
First, does there any NORMAL documentation about replication? I had problems with old mods, sometimes effects or other objects wont appear in the level while playing on server. I want to try prevent those errors..
Second, I'l create stuff using Unreal Gold version 226. Will it be compatible with versions, mainly used now in Community? I only like it because it have more useful interface
Also asking for the help of server owners, for testing, if that will be not difficult to help please) |
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Bleeder91
Joined: 28 Sep 2006 Posts: 265
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Posted: Thu Sep 02, 2010 10:39 pm Post subject: |
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Realistic weapons.. sounds.. not Unreal, you should call it Real
For Replication: Prepare yourself for a bumpy ride, cuz replication in Unreal sux. Here's a link to some info about it: http://oldunreal.com/editing.html
Download The Complete Unreal Ed Reference Guide and search for replication.
And maybe you can seperate the things you want from Gold, since it might conflict with 227, I'm not sure about that.
If i can get my server to work PROPERLY for a change, I'll try anything but don't count on me for a while, since I might need to get myself a new router..
Anyway, gl with making that mod, it's refreshing to see some more realistic weapons instead of all those insta-gib headshot blasters you see these days. ;) _________________ Unreallity - Wrath of the Skaarj is still developing! Check out the new refreshing website!
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Shadow
Joined: 31 Mar 2008 Posts: 97 Location: Ukraine
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Posted: Thu Sep 02, 2010 10:59 pm Post subject: |
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Quote: | And maybe you can seperate the things you want from Gold, since it might conflict with 227, I'm not sure about that. |
I connected to the Hyper's server without any problems. and it's 227
I just wanna create functionality of realistical weaponry, that can penetrate walls, bullets will fall down with the distance etc
sure, I can't force myself to not make some specific stuff) as always,,, ;D |
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Bleeder91
Joined: 28 Sep 2006 Posts: 265
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Shadow
Joined: 31 Mar 2008 Posts: 97 Location: Ukraine
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Posted: Fri Sep 03, 2010 3:36 pm Post subject: |
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I want to try to create stabile code for weapons that can penetrate walls using TraceFire without overload of engine. I know few examples of code from some UT mods...just my work is to rewrite them
One variation is to use not trace but projectile. I used it, but it have few bad things. It's impossible to control number of walls it can go through, and I have no ideas how to make projectile leave smoke and wall pieces on both sides of wall. That's because projectile moves tooo fast and doesn't collide with level.
Maybe it's better to think and overwright HitWall function...don't know...
Any ideas?
(I'l use this topic like log of developments) |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Tue Sep 07, 2010 6:39 pm Post subject: |
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Code: | It's impossible to control number of walls it can go through |
that's not true,
this piece of code can be found in the tutorial Bleeder pointed you at:
Code: | var() float Thick; // Calculator for How many walls, theres your awnser.
var() float PawnThick; // Calculator through how many pawns to go.
function TraceFire( float Accuracy )
{
local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z;
local actor Other; local Pawn PawnOwner;
local float Penetration; PawnOwner = Pawn(Owner);
Owner.MakeNoise(PawnOwner.SoundDampening);
GetAxes(PawnOwner.ViewRotation,X,Y,Z);
StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = PawnOwner.AdjustAim(1000000, StartTrace, 2*AimError, False, False);
EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000 + Accuracy * (FRand() - 0.5 ) * Z * 1000;
X = vector(AdjustedAim);
EndTrace += (10000 * X); Other = PawnOwner.TraceShot(HitLocation, HitNormal, EndTrace, StartTrace);
ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z);
if (Other.IsA('Pawn'))
Penetration = PawnThick;
else Penetration = Thick; // hey look its called/defined in here.
StartTrace = HitLocation + HitNormal + (Penetration * X); EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000 + Accuracy * (FRand() - 0.5 ) * Z * 1000;
EndTrace += (10000 * X);
Other = PawnOwner.TraceShot(HitLocation, HitNormal, EndTrace, StartTrace);ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z);
} |
_________________
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Shadow
Joined: 31 Mar 2008 Posts: 97 Location: Ukraine
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Posted: Wed Sep 15, 2010 8:02 am Post subject: |
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I mean projectile. Not trace.
Damn... I have no time to start something... After I started to write music, I don't do anything, except this =) |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Wed Sep 15, 2010 8:04 pm Post subject: |
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There is. In fact, i think you only have to change a few things to make it work in projectiles aswell. Try combining the thick related stuff with "simulated function ProcessTouch". _________________
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Shadow
Joined: 31 Mar 2008 Posts: 97 Location: Ukraine
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Posted: Wed Oct 13, 2010 10:19 am Post subject: |
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Woah
Finally I found time to go here)
Whell, this guide is quite interesting. Thanks for advice, guys.
Can please somebody give me working links where I can download normal Unreal version? Because I have only Unreal Gold 226b from Unreal Antology... |
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