RuneStorm
http://www.runestorm.com/forums/

Zippylabs 04 mods(starting with War monkey)
http://www.runestorm.com/forums/viewtopic.php?f=80&t=74756
Page 1 of 1

Author:  ZippyDSMlee [ Thu Sep 11, 2008 7:03 pm ]
Post subject:  Zippylabs 04 mods(starting with War monkey)

Hope I am posting correctly 0-o


Been hammering this weapon out the past week or so I suck at modding and "photo shoping" but I am learning as I go which seems to be going down the hill forever rolling toward hell..meh its a hobby. :banghead:

I have placed the prepreprepre beta on my site
http://zippydsmlee.net/ZippyLabs/ziplab ... k-beta.rar
has everythign but the mongoose.


The War Monkey is simi auto primary fire mode, full auto secondary fire mode assault rifle, uses AR ammo and dose 15-25 points of damage a hit.

Oh ya forgot to mention I will still all my Zippy labs stuff here, fro project updates to help requests, while minimizing double posting and what not(thats what edit is for LOL).

First off the crappy skin

First (using the old AR model)
http://img.photobucket.com/albums/v632/ ... y-dual.jpg

2nd (using the old AR model)
http://img.photobucket.com/albums/v632/ ... keynew.jpg

3rd (using the NEW AR model)
http://img.photobucket.com/albums/v632/ ... ew-old.jpg

Current
Image

Going to use the 2nd skin for the Mongoose it fires a flack chuck that can be charged for speed, like a heavy caliber bullet the barrel rolls and uses 8 of 24 max of the AR grenade ammo. Currently over hauling the code for it.
-------------------

In doing this I barely have figured out how to make it do fire effect for both fire modes and in dual mode its all working nice now for the War monkey but I have ht some issues my lack of skill cannot compute.

I need help with 4 things

1.I have made a War Monkey Special that uses MG ammo but in linking the fire modes to the MG ammo it locks the MG out of getting new ammo, this sucks and out of the 4 things I want to do with the mod and this takes top priority.

2. Would like to have a mutator that I can select one of the 3 weapons in this package I know I can put all the muts in one package and set them from the top of the mutator menu..but it looks crappy :P. I also would like to understand more of how the menu code sets work as so I can use them when gain bwains to code better.

3. I noticed moding the AR for dual bullets it dose not shot 2 bullets, is there any easy way to make it shot 2?

4.Still trying to understand bullet/effect code kinda like to make the bullets on this have the tracer effect of the mini gun.

While I am asking for help I might as well as anyone know of good working explosive bullet code for 04 that dose damage the player? Can't have a explosive bullet minigun without it killing you if you are not careful :P

Have some other betas mostly in random videos my YT page got hosed it was filled with over 20 vids only have a few random vids up right now as I am trying to get my site up and running as so I can run better quality videos.
http://www.gametrailers.com/player/user ... 40270.html
http://www.veoh.com/videos/v142107255tHgCxP6

The only other weapon I really have done is my Death ballz Launcher and Z.A.R and even then they are still beta :P .

Author:  SHAD0Wdump [ Thu Sep 11, 2008 8:46 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Hmm. yeah.

Awesome avatar!

Author:  ZippyDSMlee [ Thu Sep 11, 2008 8:55 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

SHAD0Wdump wrote:
Hmm. yeah.

Awesome avatar!


Ya "nuts for grenades" is fun :X

Been playign with paint shop more and more
http://img.photobucket.com/albums/v632/ ... -IN-BG.jpg

http://img.photobucket.com/albums/v632/ ... logo-1.jpg

Here's the older one I did of the AV
http://img.photobucket.com/albums/v632/ ... petnew.jpg

Updated the the War monkey code some.. still can;t fix the MG ammo issues ><

BTW if I am posting wrong whack me with a wet news paper...I R rambly sometimes ^^

Author:  zer0 [ Fri Sep 12, 2008 12:06 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

I like the latest orange best, and the logos you're using look pretty cool too!

They seem colorful :cool:

Author:  ZippyDSMlee [ Fri Sep 12, 2008 12:01 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

zer0 wrote:
I like the latest orange best, and the logos you're using look pretty cool too!

They seem colorful :cool:

Once I got a name for it I had to have the monkey head with crossed bananas on it some where, since it dos not fit well on the side for the mew AR model I stuck up it on the handle but it felt off so I inverted the the cat UT team logo.

Some are not going to like the er "bright" skin but it kind fits the whacky theme of the weapon and as well UT is not ultra dark. still need to do the weapon and ammo pickups.

Been playing with color schemes here's some of my older work
http://www.gametrailers.com/player/user ... 39483.html

Super crappy porcelain like pink guns(was bored :P)
http://www.gametrailers.com/player/user ... 40270.html

Figured out new ways to do things so I am getting better with color adjustment and white/black themes.

The hardest thing I will be doing skin wise is camo(green/darkgreen) to flame(red/yellow) theme for the minigun.

I'll be refining the DBZ launcher skin next
http://img.photobucket.com/albums/v632/ ... absDBZ.jpg
and yes the "balls" sticker stays :P



uhg still getting no where on the MG ammo issues when sharing ammo with the WM ><
--------------
DOH I forgot to post the link to the video for the War Monkey
http://www.viddyou.com/viddstream?videoid=41189

Author:  Strelet12 [ Fri Oct 10, 2008 4:52 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

ROFL. That weapon with the balls sticker should truly freak out some girls :D

Author:  ZippyDSMlee [ Fri Oct 10, 2008 6:42 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Strelet12 wrote:
ROFL. That weapon with the balls sticker should truly freak out some girls :D


It'd be worse if I could model I'd stick bummer nutz on the front of it :P

the only other crazy sticker I "need" is a silhouette of rabbits humping, its for the Humper a pink jump and shield gun.

My Hellfire cannon skin is coming along
Image.

Author:  Captain Xavious [ Fri Oct 10, 2008 9:49 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Hey, those are some nice skins!

Author:  ZippyDSMlee [ Sat Oct 11, 2008 8:12 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Captain Xavious wrote:
Hey, those are some nice skins!

Least I am getting somewhere I can now mix and edit images fairly well for a boob(foolish noob) now I just wonder how many decades it will take for zippy kitty dino brains to have an as good epiphany on U coding :cray: =0_o=

Author:  zer0 [ Sun Oct 12, 2008 7:11 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

wow! tha minigun looks like a hot-rod beast of miniguns!!!

(yay 100 posts!!!)

Author:  ZippyDSMlee [ Sun Oct 12, 2008 9:36 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

zer0 wrote:
wow! tha minigun looks like a hot-rod beast of miniguns!!!

(yay 100 posts!!!)

Fire modes are evil as well primary fire mode as the tracer/hit exploded effect has alil radius damage on it plus the high fire rate ment to chew up targets at close to meduim range.

Alt fire is a much slower eats about 10 rounds a shot but for all intensive purposes is a rocket in the form of a bullet, I am still working on its explode effect I think a small rocket explosion works best the normal one is to big and the small flash core explosion would make for a nice fusion based explosive bullet but the white effect looks off with the red theme of the weapon.

I am still balancing it and its hard to do since radius damage dose not effect the player and that's the achilles hell of the HFC you do not want to use it without a clear shot or to close to your target.

I have worm bros code(extended hurt radius) but am to stupid to get it working. :banghead:

Author:  Black Eagle [ Fri Oct 17, 2008 4:29 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Nice!!!.. that skin is awsome..(Except for the rabbits, GROSS!!)

And i sense i wet newspaper coming on.. you do talk alot.. but no harm done..

Anyway i'm sorry for the talent scouting and propaganda but... would you be interested in working on the Bombardment gametype i've been making.. See here...

I could realy use your skills for skining vehicles and such.. as long as there are no obscene pics on them..

Author:  ZippyDSMlee [ Fri Oct 17, 2008 12:05 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Black Eagle wrote:
Nice!!!.. that skin is awsome..(Except for the rabbits, GROSS!!)

And i sense i wet newspaper coming on.. you do talk alot.. but no harm done..

Anyway i'm sorry for the talent scouting and propaganda but... would you be interested in working on the Bombardment gametype i've been making.. See here...

I could realy use your skills for skining vehicles and such.. as long as there are no obscene pics on them..


I'd be happy to try and help but be warned I am a dozen cards short of a full deck :P

The most I can do with a skin is change color and put decals on it can't really work on fine details or enhance it to make it look better(high res pack,ct,ect) the most I can do is "paint" I be a noob skiner and a wanna be coder after all. ^^

===============================
NEW


Heres what I can hand draw
http://zippydsmlee.wordpress.com/2008/1 ... -darkness/

The picture is pretty huge but small in size about 300KB and in black/white its a glorified doddle :P

Author:  ZippyDSMlee [ Sat Jan 31, 2009 10:03 pm ]
Post subject:  Commissions ?

Someone over at the BU forums said you guys take some commission work, I am a code nawer that likes to make weapons beyond my ability to push or naw code and would like to pay soemone to get the parts of the code working.

I don't need whole weapons so much as I like to nibble on code and can do alot if I bulldog it but some of it is sooooooo out of my league.

The 3 things I have trouble with right now is self damaging explosive bullet code, I got radius on them but not self damaging I have wormbros extend hurt radius code but am unable to implement it. Took a break from it(and 04 nawing) to work on my on my skin/image editing ability which has gotten alil better..

The next code that I am having a hell of time with is ammo code I want the AR to sue MG ammo correctly, or use it as its own pool of ammo and the MG ammo has its own pool the ammo pickup updates the carried amount.

The last one is a crazy one I managed to get the flack shot to become something like a caltrop but it was a mess, basically I want a flack chuck like thing that that sticks to the ground/wall and will damage anything that touches it, I want to use it for both a frag grenade and bullet/projectile.

I do not know the going rate for such work but I am willing to shell out 5-15$ a code set to get these weapons finished up...when I get "creative" it lingers until I can happily bury it in the litter box of my mind, I been a bit out of it and busy not had a chance tog et back into 04 codeing in 5 months, have slung togather a centur spit gun on FO3 though still in beta...need to make a skin for it too....and edit some sound files...

If you can't tell I am a highly caffeinated hax thus a bit of a mess :lol: .

If commissions are not taken here where can I go to get some?

Sorry if I am posting out of rules its kinda a odd ball question.

Author:  Captain Xavious [ Sun Feb 01, 2009 4:18 pm ]
Post subject:  Re: Commissions ?

Well, we don't take commisioin work, but the RS guys kinda do, though they are a bit busy.

We can not take paid commission for BW related things, at it is not our property, but there are some coders here who may be able to help you, though most of them are tied up in their own projects at the moment.

Though I might have a solution for your flack caltrop bug. Try taking a look at how the BioRifle globs do damage on impact, and have the caltrop either not be destroyed when it touches someone, or perhaps, if that doesn't work, you can try having the caltrop create a duplicate in its place when it gets destroyed. I wouldn't recommend that one though.

For the AR ammo thing, I'm not quite sure what you mean. Do you want them both to share the same ammo pool?

Author:  ZippyDSMlee [ Sun Feb 01, 2009 4:41 pm ]
Post subject:  Re: Commissions ?

Captain Xavious wrote:
Well, we don't take commisioin work, but the RS guys kinda do, though they are a bit busy.

We can not take paid commission for BW related things, at it is not our property, but there are some coders here who may be able to help you, though most of them are tied up in their own projects at the moment.

Though I might have a solution for your flack caltrop bug. Try taking a look at how the BioRifle globs do damage on impact, and have the caltrop either not be destroyed when it touches someone, or perhaps, if that doesn't work, you can try having the caltrop create a duplicate in its place when it gets destroyed. I wouldn't recommend that one though.

For the AR ammo thing, I'm not quite sure what you mean. Do you want them both to share the same ammo pool?

First off to share the same ammo pool correctly I hit bugs when I had it use the MG ammo, now there might be a gameplay issue of running out of ammo so I thought I might just need to have it have separate ammo pools but pickup MG ammo(ya I know I really need to get it up and update myself on WTF I am talking about its been 5ish months since I last coded it ><).

Bio/flack
I was thinking about that maybe swapping out the model/skin used on the glop and explosions that should be more fruitfull than blindly trying to toy with the flack chuck code (gaas I haz slow brains) .
That should be a better base to work from then see what needs to be fixed/adjusted from there.

I only need help with some of code sets and willing to pay for the work on completion if anyone has the time to work on it, I'll pay for it before I get the code and all that I am not fickle when it comes to stuff under 20$, but I don't care if it takes a month or 4 it would be nice to just see some progress on this stuff I am messing with.

Mmm if everyone is busy here any other worth while place to look into?


I just reinstalled windose xp so I need to get anthology back up and running right and get wotgreal installed..and reinstall fo3, and paintshop...and DDS plugin...blah...

Author:  Captain Xavious [ Mon Feb 02, 2009 4:07 pm ]
Post subject:  Re: Commissions ?

Well, you can take a look at the shared ammo in the BW code, as the M50 and SAR-12 both use the same ammo type and have no problems with it. I think they got individual ammo pickups but there's one ammo type between the two.

If you look in peoples' profiles on here, some of them have set up what kind of skills they have. You can try asking some who having coding in their list if they can help.

As far as other places to look, well, did you try Unreal Wiki? I think there's some forums for it. You could try RuneStorm.com, there is usually a bit more traffic there.

Author:  ZippyDSMlee [ Mon Feb 02, 2009 4:14 pm ]
Post subject:  Re: Commissions ?

Captain Xavious wrote:
Well, you can take a look at the shared ammo in the BW code, as the M50 and SAR-12 both use the same ammo type and have no problems with it. I think they got individual ammo pickups but there's one ammo type between the two.

If you look in peoples' profiles on here, some of them have set up what kind of skills they have. You can try asking some who having coding in their list if they can help.

As far as other places to look, well, did you try Unreal Wiki? I think there's some forums for it. You could try RuneStorm.com, there is usually a bit more traffic there.


Ok ^^
Can;t find my unreal antho DVD grrrrr *dig dig more* LOL

Could you link to the rune storm form because I came here thinking this is the form for them, uhg attention I needz to elarnz it ><

Author:  Captain Xavious [ Mon Feb 02, 2009 4:55 pm ]
Post subject:  Re: Commissions ?

http://www.runestorm.com/news.php

Author:  ZippyDSMlee [ Mon Feb 02, 2009 5:02 pm ]
Post subject:  Re: Commissions ?

ZippyDSMlee wrote:
Captain Xavious wrote:
Well, you can take a look at the shared ammo in the BW code, as the M50 and SAR-12 both use the same ammo type and have no problems with it. I think they got individual ammo pickups but there's one ammo type between the two.

If you look in peoples' profiles on here, some of them have set up what kind of skills they have. You can try asking some who having coding in their list if they can help.

As far as other places to look, well, did you try Unreal Wiki? I think there's some forums for it. You could try RuneStorm.com, there is usually a bit more traffic there.


Ok ^^
Can;t find my unreal antho DVD grrrrr *dig dig more* LOL

Could you link to the rune storm form because I came here thinking this is the form for them, uhg attention I needz to elarnz it ><


Ah I see the forum now, I locked onto community and mew brained shut off ><

I'll go sing up

Do you mind if I post follow ups to the mod issues I am having here?
Or would you rather start a new thread minus the commission questions?

Author:  Captain Xavious [ Mon Feb 02, 2009 7:18 pm ]
Post subject:  Re: Commissions ?

You can repost it, I don't care. :)

Author:  ZippyDSMlee [ Mon Feb 02, 2009 7:33 pm ]
Post subject:  Re: Commissions ?

Captain Xavious wrote:
You can repost it, I don't care. :)

Ok ^^ I ask some staff like a clean well laid out forum, and me begin a scatter brain is unhelpful to their organizational plans :P.

Author:  ZippyDSMlee [ Wed Feb 18, 2009 3:43 pm ]
Post subject:  Re: Commissions ?

Ok I have a couple things first off a new skin for my humper....mmm I might need to make the "decals" on the pistons brighter.....hehehehehehehe

http://smg.photobucket.com/albums/v632/ ... er-new.jpg
http://www.zippydsmlee.net/videos/newhumper.avi

I am going to make the thumper next it uses a blue theme with lighting bolts instead of bunnies.... :X

Question for this, where/what is the energy shield of the shield gun called?
can you easily change its color or do you have to export,change then import?
=================
Now for code help

Code:
class Biochunk extends Projectile;
//BioGlob;

var byte Bounces;
var xEmitter Trail;
var() int BaseDamage;
var() float GloblingSpeed;
var() float RestTime;
var() float TouchDetonationDelay; // gives player a split second to jump to gain extra momentum from blast
var() float DripTime;
var() int MaxGoopLevel;

var int GoopLevel;
var float GoopVolume;
var Vector SurfaceNormal;
var int Rand3;
var bool bCheckedSurface;
var() bool bMergeGlobs;
var bool bDrip;
var bool bOnMover;

var() Sound ExplodeSound;
var AvoidMarker Fear;

replication
{
    reliable if (bNetInitial && Role == ROLE_Authority)
        Rand3;
}

          simulated function PostBeginPlay()
{
    local float r;

    if ( Level.NetMode != NM_DedicatedServer )
    {
        if ( !PhysicsVolume.bWaterVolume )
        {
            Trail = Spawn(class'FlakTrail',self);
            Trail.Lifespan = Lifespan;
        }

    }

    Velocity = Vector(Rotation) * (Speed);
    if (PhysicsVolume.bWaterVolume)
        Velocity *= 0.65;

    r = FRand();
    if (r > 0.75)
        Bounces = 2;
    else if (r > 0.25)
        Bounces = 1;
    else
        Bounces = 0;

    SetRotation(RotRand());

    Super.PostBeginPlay();
}

          /*
simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    SetOwner(None);

    LoopAnim('flying', 1.0);

    if (Role == ROLE_Authority)
    {
        Velocity = Vector(Rotation) * Speed;
        Velocity.Z += TossZ;
    }

    if (Role == ROLE_Authority)
         Rand3 = Rand(3);
   if ( (Level.NetMode != NM_DedicatedServer) && ((Level.DetailMode == DM_Low) || Level.bDropDetail) )
   {
      bDynamicLight = false;
      LightType = LT_None;
   }
}        */

function AdjustSpeed()
{
   if ( GoopLevel < 1 )
      Velocity = Vector(Rotation) * Speed;
   else
      Velocity = Vector(Rotation) * Speed * (0.4 + GoopLevel)/(1.4*GoopLevel);
   Velocity.Z += TossZ;
}

simulated function PostNetBeginPlay()
{
    if (Role < ROLE_Authority && Physics == PHYS_None)
    {
        Landed(Vector(Rotation));
    }
}

simulated function Destroyed()
{
    if ( !bNoFX && EffectIsRelevant(Location,false) )
    {
        Spawn(class'XEffects.WallSparks');
        Spawn(class'XEffects.WallSparks');
    }
   if ( Fear != None )
      Fear.Destroy();
    if (Trail != None)
        Trail.Destroy();
    Super.Destroyed();
}

simulated function MergeWithGlob(int AdditionalGoopLevel)
{
}

auto state Flying
{
    simulated function Landed( Vector HitNormal )
    {
        local Rotator NewRot;
        local int CoreGoopLevel;

        if ( Level.NetMode != NM_DedicatedServer )
        {
            PlaySound(ImpactSound, SLOT_Misc);
            // explosion effects
        }

        SurfaceNormal = HitNormal;

        // spawn globlings
        CoreGoopLevel = Rand3 + MaxGoopLevel - 3;
        if (GoopLevel > CoreGoopLevel)
        {
            if (Role == ROLE_Authority)
                SplashGlobs(GoopLevel - CoreGoopLevel);
            SetGoopLevel(CoreGoopLevel);
        }
      spawn(class'BioDecal',,,, rotator(-HitNormal));

        bCollideWorld = false;
        SetCollisionSize(GoopVolume*10.0, GoopVolume*10.0);
        bProjTarget = true;

       NewRot = Rotator(HitNormal);
       NewRot.Roll += 32768;
        SetRotation(NewRot);
        SetPhysics(PHYS_None);
        bCheckedsurface = false;
      if ( (Level.Game != None) && (Level.Game.NumBots > 0) )
         Fear = Spawn(class'AvoidMarker');
        GotoState('OnGround');
    }

    simulated function HitWall( Vector HitNormal, Actor Wall )
    {
        Landed(HitNormal);
      if ( !Wall.bStatic && !Wall.bWorldGeometry )
        {
            bOnMover = true;
            SetBase(Wall);
            if (Base == None)
                BlowUp(Location);
        }
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
        local Biochunk Glob;

        Glob = Biochunk (Other);

        if ( Glob != None )
        {
            if (Glob.Owner == None || (Glob.Owner != Owner && Glob.Owner != self))
            {
                if (bMergeGlobs)
                {
                    Glob.MergeWithGlob(GoopLevel); // balancing on the brink of infinite recursion
                    bNoFX = true;
                    Destroy();
                }
                else
                {
                    BlowUp( HitLocation );
                }
            }
        }
        else if (Other != Instigator && (Other.IsA('Pawn') || Other.IsA('DestroyableObjective') || Other.bProjTarget))
            BlowUp( HitLocation );
      else if ( Other != Instigator && Other.bBlockActors )
         HitWall( Normal(HitLocation-Location), Other );
    }
}

state OnGround
{
    simulated function BeginState()
    {
        PlayAnim('hit');
        SetTimer(RestTime, false);
    }

    simulated function Timer()
    {
        if (bDrip)
        {
            bDrip = false;
            SetCollisionSize(default.CollisionHeight, default.CollisionRadius);
            Velocity = PhysicsVolume.Gravity * 0.2;
            SetPhysics(PHYS_Falling);
            bCollideWorld = true;
            bCheckedsurface = false;
            bProjTarget = false;
            LoopAnim('flying', 1.0);
            GotoState('Flying');
        }
        else
        {
            BlowUp(Location);
        }
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
        if ( Other.IsA('Pawn') && (Other != Base) )
        {
            bDrip = false;
            SetTimer(TouchDetonationDelay, false);
        }
    }

    function TakeDamage( int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, class<DamageType> DamageType )
    {
        if (DamageType.default.bDetonatesGoop)
        {
            bDrip = false;
            SetTimer(0.1, false);
        }
    }

    simulated function AnimEnd(int Channel)
    {
        local float DotProduct;

        if (!bCheckedSurface)
        {
            DotProduct = SurfaceNormal dot Vect(0,0,-1);
            if (DotProduct > 0.7)
            {
                PlayAnim('Drip', 0.66);
                bDrip = true;
                SetTimer(DripTime, false);
                if (bOnMover)
                    BlowUp(Location);
            }
            else if (DotProduct > -0.5)
            {
                PlayAnim('Slide', 1.0);
                if (bOnMover)
                    BlowUp(Location);
            }
            bCheckedSurface = true;
        }
    }

    simulated function MergeWithGlob(int AdditionalGoopLevel)
    {
        local int NewGoopLevel, ExtraSplash;
        NewGoopLevel = AdditionalGoopLevel + GoopLevel;
        if (NewGoopLevel > MaxGoopLevel)
        {
            Rand3 = (Rand3 + 1) % 3;
            ExtraSplash = Rand3;
            if (Role == ROLE_Authority)
                SplashGlobs(NewGoopLevel - MaxGoopLevel + ExtraSplash);
            NewGoopLevel = MaxGoopLevel - ExtraSplash;
        }
        SetGoopLevel(NewGoopLevel);
        SetCollisionSize(GoopVolume*10.0, GoopVolume*10.0);
        PlaySound(ImpactSound, SLOT_Misc);
        PlayAnim('hit');
        bCheckedSurface = false;
        SetTimer(RestTime, false);
    }

}

function BlowUp(Vector HitLocation)
{
    if (Role == ROLE_Authority)
    {
        Damage = BaseDamage + Damage * GoopLevel;
        DamageRadius = DamageRadius * GoopVolume;
        MomentumTransfer = MomentumTransfer * GoopVolume;
        if (Physics == PHYS_Flying) MomentumTransfer *= 0.5;
        DelayedHurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
    }

    PlaySound(ExplodeSound, SLOT_Misc);

    Destroy();
    //GotoState('shriveling');
}

singular function SplashGlobs(int NumGloblings)
{
    local int g;
    local Biochunk NewGlob;
    local Vector VNorm;

    for (g=0; g<NumGloblings; g++)
    {
        NewGlob = Spawn(Class, self,, Location+GoopVolume*(CollisionHeight+4.0)*SurfaceNormal);
        if (NewGlob != None)
        {
            NewGlob.Velocity = (GloblingSpeed + FRand()*150.0) * (SurfaceNormal + VRand()*0.8);
            if (Physics == PHYS_Falling)
            {
                VNorm = (Velocity dot SurfaceNormal) * SurfaceNormal;
                NewGlob.Velocity += (-VNorm + (Velocity - VNorm)) * 0.1;
            }
            NewGlob.InstigatorController = InstigatorController;
        }
        //else log("unable to spawn globling");
    }
}

state Shriveling
{
    simulated function BeginState()
    {
        bProjTarget = false;
        PlayAnim('shrivel', 1.0);
    }

    simulated function AnimEnd(int Channel)
    {
        Destroy();
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
    }
}

simulated function SetGoopLevel( int NewGoopLevel )
{
    GoopLevel = NewGoopLevel;
    GoopVolume = sqrt(float(GoopLevel));
    SetDrawScale(GoopVolume*default.DrawScale);
    LightBrightness = Min(100 + 15*GoopLevel, 255);
    LightRadius = 1.7 + 0.2*GoopLevel;
    FluidSurfaceShootStrengthMod=5.f + 0.3 * NewGoopLevel;
}

defaultproperties
{
     BaseDamage=20
     GloblingSpeed=200.000000
     RestTime=9.250000
     TouchDetonationDelay=6.150000
     DripTime=1.800000
     MaxGoopLevel=5
     GoopLevel=1
     GoopVolume=1.000000
     bMergeGlobs=True
     ExplodeSound=SoundGroup'WeaponSounds.BioRifle.BioRifleGoo1'
     Speed=2000.000000
     TossZ=0.000000
     bSwitchToZeroCollision=True
     Damage=19.000000
     DamageRadius=120.000000
     MomentumTransfer=40000.000000
     MyDamageType=Class'XWeapons.DamTypeBioGlob'
     ImpactSound=SoundGroup'WeaponSounds.BioRifle.BioRifleGoo2'
     MaxEffectDistance=7000.000000
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=0
     LightSaturation=0
     LightBrightness=0
     LightRadius=0
     bDynamicLight=True
     bNetTemporary=False
     bOnlyDirtyReplication=True
     Physics=PHYS_Falling
     LifeSpan=20.000000
    // Mesh=VertMesh'XWeapons_rc.GoopMesh'

    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'WeaponStaticMesh.FlakChunk'

     DrawScale=5.200000
   //  Skins(0)=FinalBlend'XEffectMat.goop.GoopFB'
     AmbientGlow=0
     SoundVolume=255
     SoundRadius=100.000000
     CollisionRadius=2.000000
     CollisionHeight=2.000000
     bUseCollisionStaticMesh=True
}

/*
{
     Bounces=1
     DamageAtten=5.000000
     ImpactSounds(0)=Sound'XEffects.Impact4Snd'
     ImpactSounds(1)=Sound'XEffects.Impact6Snd'
     ImpactSounds(2)=Sound'XEffects.Impact7Snd'
     ImpactSounds(3)=Sound'XEffects.Impact3'
     ImpactSounds(4)=Sound'XEffects.Impact1'
     ImpactSounds(5)=Sound'XEffects.Impact2'
     Speed=2500.000000
     MaxSpeed=2700.000000
     Damage=13.000000
     MomentumTransfer=10000.000000
     MyDamageType=Class'XWeapons.DamTypeFlakChunk'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'WeaponStaticMesh.FlakChunk'
     CullDistance=3000.000000
     LifeSpan=2.700000
     DrawScale=14.000000
     AmbientGlow=254
     Style=STY_Alpha
     bBounce=True
}
*/


It works pretty nicely but I need it to explode/damage on touch, how do I do that
Quote:
CollisionRadius=2.000000
CollisionHeight=2.000000
?

And yes I know it leaves a green stain when it lands I'll change it to a different decal later since I have to mod the effect to account for the small size.

-------------
I have a zippy labs thread here on the forms, if the mods wish to why not merge this to it? Since my commission question has been answered(they are going to work on the exblosive bullet code when they/he gets a chance to, it shall be a well spent $ :P) and this would be better off in my inane zippy labs thread I think.

viewtopic.php?t=148

Whatever the mods wish to do for the sake of ease of navigation of the forums. =^^=

Author:  Captain Xavious [ Wed Feb 18, 2009 5:41 pm ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Threads Merged. :)

Author:  ZippyDSMlee [ Fri Feb 20, 2009 2:00 am ]
Post subject:  Re: Zippylabs 04 mods(starting with War monkey)

Captain Xavious wrote:
Threads Merged. :)



Thanks.

I have managed to trim the code down some but it still will not blowup on touch which is the only effect missing.

Code:
class Biochunk extends Projectile;
//Projectile;
//BioGlob;

var byte Bounces;
var xEmitter Trail;
var() int BaseDamage;
var() float RestTime;
var() float TouchDetonationDelay; // gives player a split second to jump to gain extra momentum from blast
var() float DripTime;


var Vector SurfaceNormal;
var int Rand3;
var bool bCheckedSurface;
var bool bDrip;
var bool bOnMover;

var() Sound ExplodeSound;
var AvoidMarker Fear;

replication
{
    reliable if (bNetInitial && Role == ROLE_Authority)
        Rand3;
}

          simulated function PostBeginPlay()
{
    local float r;

    if ( Level.NetMode != NM_DedicatedServer )
    {
        if ( !PhysicsVolume.bWaterVolume )
        {
            Trail = Spawn(class'FlakTrail',self);
            Trail.Lifespan = Lifespan;
        }

    }

    Velocity = Vector(Rotation) * (Speed);
    if (PhysicsVolume.bWaterVolume)
        Velocity *= 0.65;

    r = FRand();
    if (r > 0.75)
        Bounces = 2;
    else if (r > 0.25)
        Bounces = 1;
    else
        Bounces = 0;

    SetRotation(RotRand());

    Super.PostBeginPlay();
}

          /*
simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    SetOwner(None);

    LoopAnim('flying', 1.0);

    if (Role == ROLE_Authority)
    {
        Velocity = Vector(Rotation) * Speed;
        Velocity.Z += TossZ;
    }

    if (Role == ROLE_Authority)
         Rand3 = Rand(3);
   if ( (Level.NetMode != NM_DedicatedServer) && ((Level.DetailMode == DM_Low) || Level.bDropDetail) )
   {
      bDynamicLight = false;
      LightType = LT_None;
   }
}        */



simulated function PostNetBeginPlay()
{
    if (Role < ROLE_Authority && Physics == PHYS_None)
    {
        Landed(Vector(Rotation));
    }
}

simulated function Destroyed()
{
    if ( !bNoFX && EffectIsRelevant(Location,false) )
    {
        Spawn(class'XEffects.WallSparks');
        Spawn(class'XEffects.WallSparks');
    }
   if ( Fear != None )
      Fear.Destroy();
    if (Trail != None)
        Trail.Destroy();
    Super.Destroyed();
}



auto state Flying
{
    simulated function Landed( Vector HitNormal )
    {
        local Rotator NewRot;


        if ( Level.NetMode != NM_DedicatedServer )
        {
            PlaySound(ImpactSound, SLOT_Misc);
            // explosion effects
        }

        SurfaceNormal = HitNormal;

       spawn(class'BioDecal',,,, rotator(-HitNormal));

        bCollideWorld = false;
        bProjTarget = true;

       NewRot = Rotator(HitNormal);
       NewRot.Roll += 32768;
        SetRotation(NewRot);
        SetPhysics(PHYS_None);
        bCheckedsurface = false;
      if ( (Level.Game != None) && (Level.Game.NumBots > 0) )
         Fear = Spawn(class'AvoidMarker');
        GotoState('OnGround');
    }

    simulated function HitWall( Vector HitNormal, Actor Wall )
    {
        Landed(HitNormal);
      if ( !Wall.bStatic && !Wall.bWorldGeometry )
        {
            bOnMover = true;
            SetBase(Wall);
            if (Base == None)
                BlowUp(Location);
        }
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
        local Biochunk Glob;

        Glob = Biochunk (Other);

        if ( Glob != None )
        {
            if (Glob.Owner == None || (Glob.Owner != Owner && Glob.Owner != self))
            {

            Destroy();
                }
                else
                {
                    BlowUp( HitLocation );
                }
         }

        else if (Other != Instigator && (Other.IsA('Pawn') || Other.IsA('DestroyableObjective') || Other.bProjTarget))
            BlowUp( HitLocation );
      else if ( Other != Instigator && Other.bBlockActors )
         HitWall( Normal(HitLocation-Location), Other );
    }
}

state OnGround
{
    simulated function BeginState()
    {
        PlayAnim('hit');
        SetTimer(RestTime, false);
    }

    simulated function Timer()
    {
        if (bDrip)
        {
            bDrip = false;
            SetCollisionSize(default.CollisionHeight, default.CollisionRadius);
            Velocity = PhysicsVolume.Gravity * 0.2;
            SetPhysics(PHYS_Falling);
            bCollideWorld = true;
            bCheckedsurface = false;
            bProjTarget = false;
            LoopAnim('flying', 1.0);
            GotoState('OnGround');
        }
        else
        {
            BlowUp(Location);
        }
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
        if ( Other.IsA('Pawn') && (Other != Base) )
        {
            bDrip = false;
            SetTimer(TouchDetonationDelay, false);
        }
    }

    function TakeDamage( int Damage, Pawn InstigatedBy, Vector HitLocation, Vector Momentum, class<DamageType> DamageType )
    {
        if (DamageType.default.bDetonatesGoop)
        {
            bDrip = false;
            SetTimer(0.1, false);
        }
    }

    simulated function AnimEnd(int Channel)
    {
        local float DotProduct;

        if (!bCheckedSurface)
        {
            DotProduct = SurfaceNormal dot Vect(0,0,-1);
            if (DotProduct > 0.7)
            {
                PlayAnim('Drip', 0.66);
                bDrip = true;
                SetTimer(DripTime, false);
                if (bOnMover)
                    BlowUp(Location);
            }
            else if (DotProduct > -0.5)
            {
                PlayAnim('Slide', 1.0);
                if (bOnMover)
                    BlowUp(Location);
            }
            bCheckedSurface = true;
        }
    }



}

function BlowUp(Vector HitLocation)
{
    if (Role == ROLE_Authority)
    {
        if (Physics == PHYS_falling) MomentumTransfer *= 0.5;
        DelayedHurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
    }

    PlaySound(ExplodeSound, SLOT_Misc);

    Destroy();
    //GotoState('shriveling');
}



    simulated function AnimEnd(int Channel)
    {
        Destroy();
    }

    simulated function ProcessTouch(Actor Other, Vector HitLocation)
    {
    }




defaultproperties
{
     BaseDamage=20
     //GloblingSpeed=200.000000
     RestTime=1.250000
     TouchDetonationDelay=2.150000
     DripTime=1.800000
    // MaxGoopLevel=5
    // GoopLevel=1
     //GoopVolume=1.000000
    // bMergeGlobs=True
     ExplodeSound=SoundGroup'WeaponSounds.BioRifle.BioRifleGoo1'
     Speed=2000.000000
     TossZ=0.000000
     bSwitchToZeroCollision=True
     Damage=19.000000
     DamageRadius=120.000000
     MomentumTransfer=40000.000000
     MyDamageType=Class'XWeapons.DamTypeBioGlob'
     ImpactSound=SoundGroup'WeaponSounds.BioRifle.BioRifleGoo2'
     MaxEffectDistance=7000.000000
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=0
     LightSaturation=0
     LightBrightness=0
     LightRadius=0
     bDynamicLight=True
     bNetTemporary=False
     bOnlyDirtyReplication=True
     Physics=PHYS_Falling
     LifeSpan=20.000000
    // Mesh=VertMesh'XWeapons_rc.GoopMesh'

    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'WeaponStaticMesh.FlakChunk'

     DrawScale=5.200000
   //  Skins(0)=FinalBlend'XEffectMat.goop.GoopFB'
     AmbientGlow=0
     SoundVolume=255
     SoundRadius=100.000000
     CollisionRadius=2.000000
     CollisionHeight=2.000000
     bUseCollisionStaticMesh=True
}


Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/