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| OSM http://www.runestorm.com/forums/viewtopic.php?f=68&t=15600 |
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| Author: | Bulska [ Wed Sep 27, 2006 1:25 pm ] |
| Post subject: | OSM |
[url=hyperlink url]http://forums.unrealplayground.com/showthread.php?t=39783[/url] This would be perfect for Ballistics! Its just like Unreal2, but then for Ut2004. I tried it myself but I couldnt figure out how to make a movie start before you spawn. Really, this could be very awesome, making something like a human base crawling with Skrith, and you gotta rescue some dump scientist. Using guns you find on the way and a squad of pawns after yu. This would be amazing and very hard ^^ |
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| Author: | ShadowBlade [ Thu Sep 28, 2006 12:43 am ] |
| Post subject: | OSM |
hmmm.. could be tricky, what with making monsters.. |
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| Author: | Bulska [ Thu Sep 28, 2006 9:07 am ] |
| Post subject: | OSM |
Yeah Skrith Pawns or other aliens. Or you can just use the skaarj, the makers of OSM made alot of stuff. Smart Monsters, they are very advanced AI. Also stuff like Patrol Points and other really neat stuff. |
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| Author: | ShadowBlade [ Fri Sep 29, 2006 2:29 am ] |
| Post subject: | OSM |
sounds pretty cool
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| Author: | Captain Xavious [ Fri Sep 29, 2006 7:04 pm ] |
| Post subject: | OSM |
Do you know if you can only use the Unreal monsters, or can you use costom ones too? I'm guessing I'd probably have to whip up some new codes for new monsters, or is there a way to easily add more monsters to the list? |
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| Author: | Bulska [ Sat Sep 30, 2006 7:35 am ] |
| Post subject: | OSM |
dunno, maybe you can sub-class the Scripted Monstrer Class. And add your own animations and meshes. Also you can control his behavior, how smart he is and they can also be friendly. NaliCow is included in that download. Fun to see those, they even poop Bio-Globs. |
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| Author: | Captain Xavious [ Sat Sep 30, 2006 9:11 am ] |
| Post subject: | OSM |
That what Iwas thinking, just make a subclass. Need to check that out later... |
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| Author: | Deuxhero [ Sun Oct 01, 2006 3:40 pm ] |
| Post subject: | OSM |
IMO someone should make the hovertank into a monster but thats just me >_> |
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| Author: | Bulska [ Mon Oct 02, 2006 2:24 pm ] |
| Post subject: | OSM |
lol invasion of the evil tanks xD |
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| Author: | darkonxy [ Mon Oct 09, 2006 1:41 pm ] |
| Post subject: | OSM |
Osm isnt compadible with Bw
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| Author: | Mr.UglyPants [ Mon Oct 09, 2006 5:00 pm ] |
| Post subject: | OSM |
gotta love that barely any mod is compatiable with any other
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| Author: | ShadowBlade [ Tue Oct 10, 2006 1:50 am ] |
| Post subject: | OSM |
its not easy to make it so.. try getting one u want your mod to be compatible with, then code it so it works with it.. then get another mod, and code it to fit that one, then the previous one wont be compatible.. geeeez
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| Author: | Captain Xavious [ Tue Oct 10, 2006 4:46 am ] |
| Post subject: | OSM |
I'd say compatiblilty is a rather minor thing to worry about at this point. You already have so many features, it just wouldn't be worth the effort to worry about compatibility at this point. |
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| Author: | DarkCarnivour [ Tue Oct 10, 2006 5:05 am ] |
| Post subject: | OSM |
Define 'incompatable'... If gametype mods are not compatible with BW thats cause those mods are not compatible with custom weapons! Some people said BW and JW were incompatible and should never be used together just because next/prev sometimes skipped a junk weapon or two in your inventory! If these kind of issues were as crippling as that, we wouldn't be able to play many games... |
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| Author: | Captain Xavious [ Tue Oct 10, 2006 3:43 pm ] |
| Post subject: | OSM |
By incompatible I meant other larger mods/mutators working with BW/JW, not the stuff you made working with each other. Granted, you do want to make it so it can work with many things, its just that until you have more time, making BW/JW work with specific mods and such should probably be held off until after 2.0. I see how I was rather hazy on the compatibility part. Sorry about that. |
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| Author: | ShadowBlade [ Wed Oct 11, 2006 2:05 am ] |
| Post subject: | OSM |
yeah.. compatibility, is a very tricky thing especially since some code is neat, and some not so neat and of course coders all code diffirently
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| Author: | Bulska [ Wed Oct 11, 2006 1:58 pm ] |
| Post subject: | OSM |
Errr... I dont see the problem. I pwnd Skaarj and Krall with my M50 in my map. Just pick the OSM gametype and add the BW Loadout to the mutator list. |
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| Author: | Captain Xavious [ Wed Oct 11, 2006 5:37 pm ] |
| Post subject: | OSM |
There's an OSM gametype? I think I need to update it in that case... Or perhaps I just didn't look for it.
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| Author: | Captain Xavious [ Wed Oct 11, 2006 5:38 pm ] |
| Post subject: | OSM |
*edit* Crap. Sorry about the double post, somehow it posted the same message twice. |
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