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AWS - working in progress
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ShadowHunter
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PostPosted: Wed Feb 20, 2008 3:22 pm    Post subject: AWS - working in progress Reply with quote

I shall use this topic to post screenshots from Advanced Weapon Systems.

Yet is only one gun ready - Heavy Rail Gun V-2.It took a lot of time to pick up textures for skin, effects and fix scripts.

So, here's the gun looks like


Here's company of Mercenaries, and me with the gun


Primary fire of Rail Gun.Can't remember - near 1000+ damage...


Alternate fire of Rail Gun.Explosive magnetical wave causes +500 damage.


Pure monster :badgrin:


That's all for now. Wait for other stuff!
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Wed Feb 20, 2008 7:07 pm    Post subject: Reply with quote

did you used the ASMD process tracehit function script for primary fire? Or the float accuracy? or any ASMD script??
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Feb 20, 2008 8:40 pm    Post subject: Reply with quote

Nice texture mods
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ShadowHunter
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PostPosted: Thu Feb 21, 2008 9:19 am    Post subject: Reply with quote

mental-HunteR wrote:
did you used the ASMD process tracehit function script for primary fire? Or the float accuracy? or any ASMD script??


He-he...Don't become panic-stricken .I didn't used any trace fire scripts.
Just created projectiles for primary and alt fire.
Also used pretty cool sounds.Btw, script of the weapon is very easy.So easy that it have no anything that will help bots use this gun correctly.But this version of mod shall be mainly for singleplayer and coop.Bot support will be added later.

Hyper wrote:
Nice texture mods:)


Tnx Hyper.Nearly 3 hours I tried to pick up texture in Photoshop.
What can I say, it's only beginning of this mod ;).

More screenshots will be posted today, if I will have time to finish next weapon.
So check this topic often, guys.
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Thu Feb 21, 2008 5:24 pm    Post subject: Reply with quote

hmm thought rail gunz were instant hit well not anymore XD
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ShadowHunter
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PostPosted: Thu Feb 21, 2008 5:43 pm    Post subject: Reply with quote

Do you know working principle of real rail gun?
It launches projectiles at immensive velocities using magnetic power .Once I saw video of test of experimental rail gun in USA.That was AMAZING.

Finaly new weapon.Sniper Rail Gun D-4.I know that it is also a rail gun .
But how i said, it's for snipers.Penetrates everything, causes 5000+ damage mainly, and 10000+ damage head shots.
Here how it's looks like


Does anybody remember this picture? Of course something like LuckShot but more better


This is an effect of one cool script i worked on.Provides creation of trails through walls without trace or projectile fire.But i didn't fix it fully

NOTE
You cant see on the screenshot, but texture of rings is cool fire texture.

Hmm...One weapon per day....Not too bad.
Tomorrow, if make something, upload more screenshots.
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ShadowHunter
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PostPosted: Fri Feb 22, 2008 9:06 am    Post subject: Reply with quote

whm I had fixed that effect.The bug was in thing that if you shoot to spot that is very far from any level surface, trail rotates to default center of a map (where camera spawns while opening map in UEditor).I just increased lenght of effect.But now I'm a bit worried, how can affect so big lenght on productivty.
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ShadowHunter
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PostPosted: Fri Feb 22, 2008 8:08 pm    Post subject: Reply with quote

I forgot to say that in the mod nearly all weapons have unique feature.They create echo after each shot.
This is not like real echo, needs time to be heared on large distances, and you cant find enemy location by using it.Reason of it - not perfect script and way of creation of that.But I'l still work on it.

Btw, I hope tomorrow i shall open my test server.Not so much will be there, but I hope it will be runned.

Also, ready new weapon - AIRiL.Sounds like AVRiL from UT2k4.Difference only in that, that it's an Anti Infantry Rocket Launcher.Primary fire releases self-guided rockets.Alternate - I planned to make Anti-Missile Defence System (AMDS).When used, weapon shall provide 50% chance to block enemy AIRiL rockets.But this thing doesn't fully workable now.

Screenshots shall be posted later.
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StaticNova



Joined: 05 Nov 2007
Posts: 84

PostPosted: Sat Feb 23, 2008 4:04 pm    Post subject: Reply with quote

Groovy stuff.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sat Feb 23, 2008 4:29 pm    Post subject: Reply with quote

Does the rail-gun rifle spawn effects (like rock/metal fragments) from both entry and exit points that the projectile should seem to penetrate? I think that might add more realism (or not?).

My suggestion for the scope view would be to change the class sensor readout to use MenuName or Class.Name instead. It seems odd to see pawns like that instead of just their gameplay name.

The blue weapon textures are nice.


-Zombie
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ShadowHunter
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PostPosted: Mon Feb 25, 2008 1:14 pm    Post subject: Reply with quote

You see, Zombie,I very wanted to do that.But there's few moments which makes this task a bit hard for me.

1st.
Sniper Rail Gun is a projectile weapon.It can pierece level only with combination of bCollideWorld = False and speed of nearly 1000000 units.If only bCollideWorld is False and speed like 1000-5000 units, projectile dies in "outerspace" (area behind borders of the level).So I needed to make it really fast that it cant have time to die.Effect that you can see on screenshot is rendering of the trails on trace, that have no HitLocation and/or EndTrace.It only have length (nearly 15000 units).Because on THAT speed projectile have no time to spawn effects.

2nd.
Reason of bCollideWorld = False - projectile doesn't touch level surface.I tried to rewrite HitWall function but that idea failed.So I have no ideas how to add more realism.But really, I didn't tried .

And really tnx for that thing about target names Zombie!Cozz I didn't knew how really to do so.

_____________
Propositions and remarks taken.
Wait for screenshots with supplemented stuff!
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Feb 25, 2008 3:10 pm    Post subject: Reply with quote

And your screenies just brought me on an idea for my newest mod, thanks!
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ShadowHunter
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PostPosted: Mon Mar 03, 2008 12:59 pm    Post subject: Reply with quote

mental-HunteR wrote:
And your screenies just brought me on an idea for my newest mod, thanks!


Np Mental.

OKAY guys.Last week I as really busy in school and had no time ever to sit down to computer.

Seems AWS mod is the greatest project I ever made.So today I'm going to release BETA-version.It will have 3 weps that are ready at this moment.Maybe few of them shall have a bit other textures, cozz I get new ideas.

And now I need ur help.This part of message for any server owner,who isn't very busy.I need online testing.Scripts are new, so I have some doubts about them.
AWS_BETA_v1.0 shall be avialable when Hyper paste it to downloads.If found anything - report me in in this topic or by e-mail.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Mar 03, 2008 2:24 pm    Post subject: Reply with quote

I made a temporary download URL. I haven't added it to the downloads because I'm busy rebuilding computers and I generally don't host beta's at my site anyways.

Download AWS_BETA_v1.0.rar

Good luck with testing. :-)
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ShadowHunter
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PostPosted: Mon Mar 03, 2008 4:29 pm    Post subject: Reply with quote

Ok Hyper.

Seems next versions shall be without "BETA" word in name.I just needed to see am I going wright way.

Whell,coming up new weapon - Gravity Cannon MD-1.There maybe will be few weapon types with different functions and powers.
Now I'm picking up texture sets for effects and weapon skin.
Primary fire of a weapon - directed trace strike with crazy damage that pierces targets.Secondary fire - not realized now.It will be gravity wave that grows around weapon owner.
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