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| Ut2004 Ballistic RPG - [Planning Phase] http://www.runestorm.com/forums/viewtopic.php?f=27&t=65024 |
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| Author: | QuadraxisMk2 [ Fri Aug 22, 2008 9:17 am ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
Well, After accidentally attempting to hijack some poor guy's server thread with my ramblings on BWRPG (With useless jargon), I'm gonna stay confined to this here thread and post information I find about UT2004 and ballistic And how it relates to the problem. PROBLEM: Ballistic's does not fully function in UT2004RPG 2.2 (?) Reason: Ballistic's use some class system that does NOT extend normally (Like the rest of the 04 Guns and mostly any other gun out there) I'm gonna post the actor/object class hierarchy so I know what the heck I must try to fix. All in the next few post.
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| Author: | QuadraxisMk2 [ Fri Aug 22, 2008 9:34 am ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
Actor class Hierarchy with Ballistic's / RPG Star Indicates used Classes in RPG/BW -INCOMPLETE- Code: *Actor
+- AimedAttachment +- Brush | +- Volume >> +- Controller | +- AIController | | +- ScriptedController | | +- Bot | | +- xBot | +- PlayerController | +- Camera | +- MessagingSpectator | | +- DemoRecSpectator | | +- UTServerAdminSpectator | +- UnrealPlayer | +- CinematicPlayer | +- xPlayer +- DamageType >> +- Effects +- Emitter | +- NetworkEmitter (UT2004 only) +- Gib +- HUD >> +- Info | +- Combo | +- FluidSurfaceInfo | +- GameInfo | | +- CinematicGame | | +- UnrealMPGameInfo | | +- DeathMatch | | +- TeamGame | | | +- CTFGame | | | | +- xCTFGame | | | +- xBombingRun | | | +- xDoubleDom | | | +- xTeamGame | | | +- ASGameInfo (UT2004 only) | | | +- Invasion (UT2004 only) | | | +- ONSOnslaughtGame (UT2004 only) | | +- xDeathMatch | | +- BossDM | +- Mutator +- *Inventory | +- Ammunition | | +- BallAmmo | | +- BioAmmo | | +- FlakAmmo | | +- GrenadeAmmo | | +- LinkAmmo | | +- MinigunAmmo | | +- RedeemerAmmo | | +- RocketAmmo | | +- ShieldAmmo | | +- ShockAmmo | | | +- SuperShockAmmo | | +- SniperAmmo | | +- TransAmmo | +- KeyInventory | +- Powerups | | +- Armor | +- *Weapon | +- AssaultRifle | +- BallLauncher | +- BioRifle | +- FlakCannon | +- LinkGun | +- Minigun | +- Painter | +- Redeemer | +- RocketLauncher | +- ShieldGun | +- ShockRifle | | +- SuperShockRifle | | +- ZoomSuperShockRifle | +- SniperRifle | +- TransLauncher | +- *BallisticWeapon | +- *RPGWeapon +- InventoryAttachment | +- WeaponAttachment +- KActor | +- KConstraint | | +- KBSJoint | | +- KCarWheelJoint | | +- KConeLimit | | +- KHinge | +- KTire | +- BulldogTire +- KVehicleFactory | +- BulldogFactory +- Keypoint | +- AIScript | | +- ScriptedSequence | | +- ScriptedTrigger | | +- UnrealScriptedSequence | +- AmbientSound +- Light >> +- MeshEffect +- NavigationPoint >> +- NetworkTrigger (UT2004 only) +- Pawn | +- KVehicle (UT2003 only, in UT2004 it is under Vehicle) | | +- KCar | | +- Bulldog | +- RedeemerWarhead | +- Scout | +- UnrealPawn | | +- xIntroPawn | | +- xPawn | | +- Monster | +- Vehicle (UT2004 only) | +-ASVehicle | | +-ASTurret | | | +-ASTurret_BallTurret | | | +-ASTurret_IonCannon | | | +-ASTurret_LinkTurret | | | +-ASTurret_Minigun | | +-ASVehicle_Sentinel | | +-ASVehicle_Sentinel_Ceiling | | +-ASVehicle_Sentinel_Floor | +-ASVehicle_SpaceFighter | | +-ASVehicle_SpaceFighter_Human | | +-ASVehicle_SpaceFighter_Skaarj | +-KVehicle | | +-KCar | | +-Bulldog | +-ONSWeaponPawn | | +-ONSArtillerySideGunPawn | | +-ONSDualACGatlingGunPawn | | +-ONSMASSideGunPawn | | +-ONSPRVRearGunPawn | | +-ONSPRVSideGunPawn | | +-ONSStationaryWeaponPawn | | +-ONSManualGunPawn | | +-ONSTankSecondaryTurretPawn | | +-ONSTankSecondaryTurretPawn_IonPlasma | +-SVehicle | +-ONSVehicle | +-ONSChopperCraft | | +-ONSAttackCraft | | +-ONSDualAttackCraft (UT2004 Bonus Pack) | +-ONSHoverCraft | | +-ONSHoverBike | +-ONSPlaneCraft | | +-ONSBomber | +-ONSTreadCraft | | +-ONSHoverTank | | +-ONSHoverTank_IonPlasma | +-ONSWheeledCraft | +-ONSArtillery (UT2004 Bonus Pack) | +-ONSGenericSD | +-ONSMobileAssaultStation | +-ONSPRV | +-ONSRV | +-ONSShockTank (UT2004 Bonus Pack) +- Pickup | +- Ammo | | +- UTAmmoPickup | | +- AssaultAmmoPickup | | +- BioAmmoPickup | | +- FlakAmmoPickup | | +- LinkAmmoPickup | | +- MinigunAmmoPickup | | +- RocketAmmoPickup | | +- ShockAmmoPickup | | +- SniperAmmoPickup | +- ArmorPickup | +- KeyPickup | +- TournamentPickup | | +- AdrenalinePickup | | +- ShieldPickup | | | +- ShieldPack | | +- TournamentHealth | | | +- HealthPack | | | +- MiniHealthPack | | +- UDamagePack | +- WeaponPickup +- Projectile (not expanded) +- Projector | +-DynamicProjector | | +-BulldogHeadlight | +-ShadowProjector | +-XScorch (not expanded) +- Triggers (UT2003) >> +- Vignette +- WeaponFire (UT2003) >> +- xEmitter | +- ShockBeamEffect | +- SuperShockBeamEffect | +- BlueSuperShockBeam +- xPickUpBase | +- HealthCharger | +- ShieldCharger | +- SuperHealthCharger | +- SuperShieldCharger | +- UDamageCharger | +- WildcardBase | +- xWeaponBase +- xProcMesh +- xWeatherEffect |
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| Author: | OCAdam [ Fri Aug 22, 2008 9:47 am ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
You know, I can say screw all the planning and make the two compatible right now. You just need to make a new RPG to extend the Ballistic Weapons stuff. So instead of pickups extending the UT ones, make them the Ballistic ones, or the magic weapon stuff extend the Ballistic versions. That simple. But still, easier said than done!
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| Author: | QuadraxisMk2 [ Fri Aug 22, 2008 10:11 am ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
Easier said than done x10,000,005 The reload/Special Function Bug I can fix by using some of the Remote Strike code that is inside of RPGWeapon.uc However, the lightning gun (And presumably most if not all the weapons) do NOT work when a magic attempts to modify the damage/firemode/projectile/whatever. And theres the infamous rotating Ballistic Weapon that cant be deleted bug. Something tells me I have lots of work to do.
EDIT Plus I have band today, and a UT2004 Ballistic weapons Scrimmage Vs. HSP Tomorrow. I may have to work on it while I'm there. Dang. EDIT 2: Um, some of the BW weapons have instahit properties, so the force modifier will possibly screw things up. I might just adjust it to do 2x more damage than normal +DMG, and may have a knockback (?) |
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| Author: | Captain Xavious [ Fri Aug 22, 2008 10:27 am ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
Ah, so you're working on a fix to this then? Sweet deal. There was a thread or two asking for this in the BWCommunity. Feel free to join and post there if you want.
We're trying to find all those who can code and do stuff for BW and give them a spot to do their stuff at the BW Community. By the way, damage seems to be handled differently for BW. Perhaps its due to the individual damage ranges given for Head shots, limb shots, and body shots? |
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| Author: | QuadraxisMk2 [ Wed Sep 24, 2008 3:07 pm ] |
| Post subject: | Ut2004 Ballistic RPG - [Planning Phase] |
Update: I have resumed work on the Mod, and will be trying to get as MUCH TIME IN CODING AS POSSIBLE. What I have so far --------------------- Working Functions to BW (Reload) Possible Pickup fix. --------------------- Coding's hard without reading tutorials. >.< Edit: I posted in BWCommunity about a wee problem I have and Don't know how to fix.
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