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| A909 Skrith Gauntlets(Request) http://www.runestorm.com/forums/viewtopic.php?f=95&t=77586 |
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| Author: | PromiserOfDeath [ Fri Jan 11, 2013 4:24 pm ] |
| Post subject: | A909 Skrith Gauntlets(Request) |
First Off: I really love the Skrith Gauntlets/Wrist Blades because they Remind me of the SkaarJ Gauntlets but I feel like they are Missing the Energy Projectiles that the Skaarj have. Could Someone add Energy Projectiles to the Skrith Gauntlets that are similar to the SkaarJ Energy Projectiles? I've noticed that there is a Barrel between the Blades on both Gauntlets that could be a Nice Energy Projectile Launcher. (Sorry if I'm Confusing anyone.) |
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| Author: | PromiserOfDeath [ Mon Jan 14, 2013 7:27 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
44 Views Not Including my Own and Nobody has anything to say? (Bump) |
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| Author: | {ABA}Worlock [ Mon Jan 14, 2013 10:56 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
RuneStorm has a lot of fans. Be patient. |
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| Author: | PromiserOfDeath [ Tue Jan 15, 2013 10:10 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
{ABA}Worlock wrote: RuneStorm has a lot of fans. Be patient. Will do but I hope someone makes this Possible It would be a Nice Tactical Advantage. |
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| Author: | Sgt. Kelly [ Tue Jan 15, 2013 11:44 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
To be honest, this is unlikely to happen. |
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| Author: | Captain Xavious [ Tue Jan 15, 2013 11:53 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Not necessarily. It would make a great starter project for someone just getting into UScript. Also, for future reference, do not bump threads just so you can get a response. Its not like it's getting buried from frequent new threads any time soon. |
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| Author: | PromiserOfDeath [ Wed Jan 16, 2013 5:42 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Not necessarily. It would make a great starter project for someone just getting into UScript. Also, for future reference, do not bump threads just so you can get a response. Its not like it's getting buried from frequent new threads any time soon. Will do. |
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| Author: | Braethias [ Wed Jan 16, 2013 12:24 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: great starter project Would that be something like changing what happens on right click, pointing to the specific projectile? In theory if you were lazy you could use the stabby motion for firing it. I think that's what they do anyways. |
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| Author: | PromiserOfDeath [ Wed Jan 16, 2013 12:55 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Braethias wrote: Captain Xavious wrote: great starter project Would that be something like changing what happens on right click, pointing to the specific projectile? In theory if you were lazy you could use the stabby motion for firing it. I think that's what they do anyways. Primary Fire uses Melee hold Primary for Charge Attack. Secondary fires Projectiles from both Gauntlets and Special uses Block. Or you could set up Projectile in the Fire Mode. Melee Mode or Projectile Mode. |
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| Author: | Captain Xavious [ Wed Jan 16, 2013 3:59 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Braethias wrote: Captain Xavious wrote: great starter project Would that be something like changing what happens on right click, pointing to the specific projectile? In theory if you were lazy you could use the stabby motion for firing it. I think that's what they do anyways. Well basically, just copy this over the A909SecondaryFire's code and compile. Code: //============================================================================= // A909SecondaryFire. // // Secondary for the A909 holds back the blades until released for a slower, // but deadlier stab. // // by Nolan "Dark Carnivour" Richert. // Copyright(c) 2005 RuneStorm. All Rights Reserved. //============================================================================= class A909SecondaryFire extends BallisticProjectileFire; event ModeDoFire() { local float f; Super.ModeDoFire(); f = FRand(); if (f > 0.66) { PreFireAnim = 'PrepBigHack1'; FireAnim = 'BigHack1'; } else if (f > 0.33) { PreFireAnim = 'PrepBigHack2'; FireAnim = 'BigHack2'; } else { PreFireAnim = 'PrepBigHack3'; FireAnim = 'BigHack3'; } } simulated function bool HasAmmo() { return true; } defaultproperties { SpawnOffset=(X=10.000000,Y=10.000000,Z=-7.000000) MuzzleFlashClass=Class'BallisticV25.A42FlashEmitter' RecoilPerShot=24.000000 XInaccuracy=8.000000 YInaccuracy=4.000000 BallisticFireSound=(Sound=Sound'BallisticSounds3.A42.A42-Fire',Volume=0.700000) bPawnRapidFireAnim=True FireEndAnim= TweenTime=0.000000 ShakeRotMag=(X=32.000000,Y=8.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=1.500000 ShakeOffsetMag=(X=-3.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=1.500000 ProjectileClass=Class'BallisticV25.A42Projectile' WarnTargetPct=0.300000 bFireOnRelease=True PreFireAnim="PrepBigHack3" FireAnim="BigHack3" FireRate=0.300000 AmmoClass=Class'BallisticV25.Ammo_Knife' AmmoPerFire=0 } Basically, its the A42's primary fire copied over the A909's alt fire, with a few additions so that it uses the proper animations, is set to fire on release, and doesn't use ammo. ALSO its subclassed from BallisticProjectileFire. That's important. It could be refined a lot more, but I don't really feel like doing it. Anyways, if you don't mind version mismatches, you could just recompile the BallisticV25 package with this change and the skrith gauntlets would now shoot A42 projectiles on alt fire. |
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| Author: | PromiserOfDeath [ Wed Jan 16, 2013 9:13 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Braethias wrote: Captain Xavious wrote: great starter project Would that be something like changing what happens on right click, pointing to the specific projectile? In theory if you were lazy you could use the stabby motion for firing it. I think that's what they do anyways. Well basically, just copy this over the A909SecondaryFire's code and compile. Code: //============================================================================= // A909SecondaryFire. // // Secondary for the A909 holds back the blades until released for a slower, // but deadlier stab. // // by Nolan "Dark Carnivour" Richert. // Copyright(c) 2005 RuneStorm. All Rights Reserved. //============================================================================= class A909SecondaryFire extends BallisticProjectileFire; event ModeDoFire() { local float f; Super.ModeDoFire(); f = FRand(); if (f > 0.66) { PreFireAnim = 'PrepBigHack1'; FireAnim = 'BigHack1'; } else if (f > 0.33) { PreFireAnim = 'PrepBigHack2'; FireAnim = 'BigHack2'; } else { PreFireAnim = 'PrepBigHack3'; FireAnim = 'BigHack3'; } } simulated function bool HasAmmo() { return true; } defaultproperties { SpawnOffset=(X=10.000000,Y=10.000000,Z=-7.000000) MuzzleFlashClass=Class'BallisticV25.A42FlashEmitter' RecoilPerShot=24.000000 XInaccuracy=8.000000 YInaccuracy=4.000000 BallisticFireSound=(Sound=Sound'BallisticSounds3.A42.A42-Fire',Volume=0.700000) bPawnRapidFireAnim=True FireEndAnim= TweenTime=0.000000 ShakeRotMag=(X=32.000000,Y=8.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=1.500000 ShakeOffsetMag=(X=-3.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=1.500000 ProjectileClass=Class'BallisticV25.A42Projectile' WarnTargetPct=0.300000 bFireOnRelease=True PreFireAnim="PrepBigHack3" FireAnim="BigHack3" FireRate=0.300000 AmmoClass=Class'BallisticV25.Ammo_Knife' AmmoPerFire=0 } Basically, its the A42's primary fire copied over the A909's alt fire, with a few additions so that it uses the proper animations, is set to fire on release, and doesn't use ammo. ALSO its subclassed from BallisticProjectileFire. That's important. It could be refined a lot more, but I don't really feel like doing it. Anyways, if you don't mind version mismatches, you could just recompile the BallisticV25 package with this change and the skrith gauntlets would now shoot A42 projectiles on alt fire. I've never Copied/Pasted Code. How would I do this? |
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| Author: | Captain Xavious [ Wed Jan 16, 2013 10:57 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
You need to get the source code for BallisticV25 for starters. I just use this as a batch file to extract the source: Code: ucc batchexport BallisticV25.u class uc D:\UT2004\BallisticV25\Classes After you got the source code just open up the A909SecondaryFire.uc and do as I said. Then you need to go through all the weapon files (not pickups, attachments, firemodes, etc, only main weapon files) and make sure they all have proper descriptions. Export tends to mess them up if the descriptions are too long. If you want to make the descriptions back to original you can find them in their entirety in your BWCache.ini file. If you're feeling lazy just make sure the descriptions all have a " mark at the end of them. Ones that have been corrupted will have weird characters at the end and will need the " mark. At this point, you will need to delete your BallisticV25.u file in System (strongly recommend backing it up). After doing all that, make sure you got EditPackages=BCorev25 and EditPackages=BallisticV25 listed after the other ones in UT2004.ini file and just run "ucc make" from a batch file (running ucc.exe breaks your UT2004 install, so don't do that) and check your UCC.log file. If you did everything as said, there shouldn't be any errors. If there are errors, you need to fix them before you can compile it. If you have any problems, ask someone else. I don't really feel like troubleshooting this. And don't blame me if you break your install of UT2004 or Ballistic Weapons. It can happen, you have been warned. |
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| Author: | tentionfree [ Wed Jan 16, 2013 11:48 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Dear i think that for future reference, do not bump threads just so you can get a response. Its not like it's getting buried from frequent new threads any time soon....!!!
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| Author: | Captain Xavious [ Thu Jan 17, 2013 12:35 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Its also ill advised to back-seat moderate too. |
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| Author: | PromiserOfDeath [ Thu Jan 17, 2013 6:44 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
tentionfree wrote: Dear i think that for future reference, do not bump threads just so you can get a response. Its not like it's getting buried from frequent new threads any time soon....!!! ![]() I know {ABA}Worlock already told me. So for Future Reference I Already Know not to Bump Threads. Captain Xavious I Seriously doubt Kelly is just going to give me the Source Code. |
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| Author: | Captain Xavious [ Thu Jan 17, 2013 7:30 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Um, he shouldn't need to give you the source code. BWBPRecolors doesn't have the skrith gauntlets in it. I also explained how to get the source code for BallisticV25. |
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| Author: | PromiserOfDeath [ Thu Jan 17, 2013 7:58 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Um, he shouldn't need to give you the source code. BWBPRecolors doesn't have the skrith gauntlets in it. I also explained how to get the source code for BallisticV25. So Create a Batch File then paste this ucc batchexport BallisticV25.u class uc D:\UT2004\BallisticV25\Classes into the Batchfile then paste the file in my Systems folder? Sorry I've never created a Batch File. |
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| Author: | Captain Xavious [ Thu Jan 17, 2013 8:18 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Its easy. First step is to make sure file extensions are visible for files (windows setting). Next just make a new txt file, open it up on notepad or similar, and paste that line. Save it, and rename it to be "filename.bat" actual file name being unimportant, just make sure it ends in .bat |
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| Author: | PromiserOfDeath [ Thu Jan 17, 2013 8:43 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Its easy. First step is to make sure file extensions are visible for files (windows setting). Next just make a new txt file, open it up on notepad or similar, and paste that line. Save it, and rename it to be "filename.bat" actual file name being unimportant, just make sure it ends in .bat After doing this and changing the Code that you have Provided me for the Gauntlets do I need to do anything to the Other Weapons so that my game doesn't get a Mismatch or Crash? |
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| Author: | Captain Xavious [ Thu Jan 17, 2013 9:10 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Well as I said, weapons with long weapon descriptions will have the description corrupted. Just need to look through the weapons in BallisticV25 and fix the corrupted descriptions (deleting junk characters and adding quotation mark at end of Description="xxxx For an example of what to look for, the G5Bazooka.uc will have a corrupted description. Code: Description="G5 Rocket Propelled Grenade Launcher||Manufacturer: UTC Defense Tech|Primary: Launch Rocket|Secondary: Guiding Laser|Scope: Heat-Seeking Mode|Special: Rocket Camera||Based on the original design by the legendary maniac Pirate, Var Dehidra, the G5 has undergone many alterations to become what it is today. The original bandit version was constructed by Var Dehidra to blast open armored cash transportation vehicles. Its name is derived from one of Dehidra's favourite targets, the G5 CTV 4x. It is now a very deadly weapon, used to destroy everything from tanks and structures to Skrith hordes and aircraft. The bombardement attack is a recent addition, replacing the original, primitive heat seeking function that caused it to target CTVs or backfire on the pirates' own craft, provided mainly for use in outdoor environments to destroy all manner of moving targets. The latest model also features a laser-painter device, allowing the user to guide the rocket wherever they wish. Another addition is the ability to hold t00,OffsetY=10,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))) Just need to fix those and compile. Its all explained in my earlier post. As far as mismatches in multiplayer go, your best bet would be to back up BallisticV25.u and just swap files around before trying to join a server. |
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| Author: | PromiserOfDeath [ Thu Jan 17, 2013 9:23 am ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Well as I said, weapons with long weapon descriptions will have the description corrupted. Just need to look through the weapons in BallisticV25 and fix the corrupted descriptions (deleting junk characters and adding quotation mark at end of Description="xxxx For an example of what to look for, the G5Bazooka.uc will have a corrupted description. Code: Description="G5 Rocket Propelled Grenade Launcher||Manufacturer: UTC Defense Tech|Primary: Launch Rocket|Secondary: Guiding Laser|Scope: Heat-Seeking Mode|Special: Rocket Camera||Based on the original design by the legendary maniac Pirate, Var Dehidra, the G5 has undergone many alterations to become what it is today. The original bandit version was constructed by Var Dehidra to blast open armored cash transportation vehicles. Its name is derived from one of Dehidra's favourite targets, the G5 CTV 4x. It is now a very deadly weapon, used to destroy everything from tanks and structures to Skrith hordes and aircraft. The bombardement attack is a recent addition, replacing the original, primitive heat seeking function that caused it to target CTVs or backfire on the pirates' own craft, provided mainly for use in outdoor environments to destroy all manner of moving targets. The latest model also features a laser-painter device, allowing the user to guide the rocket wherever they wish. Another addition is the ability to hold t00,OffsetY=10,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))) Just need to fix those and compile. Its all explained in my earlier post. As far as mismatches in multiplayer go, your best bet would be to back up BallisticV25.u and just swap files around before trying to join a server. Well to be Truthful this isn't for Multiplayer it's for Unreal 1/UT2004 I Love playing that Gametype with the Ballistic Weapons and Addons on Godlike Difficulty I feel that Ballistic Weapons Levels the Playing Field for Unreal because on Godlike the Pawns are Extremely Deadly and the Super Shotgun is Awesome against the Skaarj, Krall and any other Pawn. |
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| Author: | Braethias [ Fri Jan 18, 2013 2:07 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Wait, you're playing invasion? I believe there's a mutator that lets you change the waves and what they are if so. If you didn't know. I once turned on every mob on max for wave 1. That was... interesting. Spent a lot of time running for my life. |
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| Author: | DarkSoul-Sama [ Fri Jan 18, 2013 2:25 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
I think he mean't the actual Unreal gametype for UT2004. http://www.youtube.com/watch?v=lcVQigsNLBo |
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| Author: | PromiserOfDeath [ Fri Jan 18, 2013 2:56 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
DarkSoul-Sama wrote: Yup Unreal 1 Gametype. https://www.youtube.com/watch?v=o6UHnnFpU0o |
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| Author: | PromiserOfDeath [ Sat Jun 22, 2013 2:02 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Captain Xavious wrote: Braethias wrote: Captain Xavious wrote: great starter project Would that be something like changing what happens on right click, pointing to the specific projectile? In theory if you were lazy you could use the stabby motion for firing it. I think that's what they do anyways. Well basically, just copy this over the A909SecondaryFire's code and compile. Code: //============================================================================= // A909SecondaryFire. // // Secondary for the A909 holds back the blades until released for a slower, // but deadlier stab. // // by Nolan "Dark Carnivour" Richert. // Copyright(c) 2005 RuneStorm. All Rights Reserved. //============================================================================= class A909SecondaryFire extends BallisticProjectileFire; event ModeDoFire() { local float f; Super.ModeDoFire(); f = FRand(); if (f > 0.66) { PreFireAnim = 'PrepBigHack1'; FireAnim = 'BigHack1'; } else if (f > 0.33) { PreFireAnim = 'PrepBigHack2'; FireAnim = 'BigHack2'; } else { PreFireAnim = 'PrepBigHack3'; FireAnim = 'BigHack3'; } } simulated function bool HasAmmo() { return true; } defaultproperties { SpawnOffset=(X=10.000000,Y=10.000000,Z=-7.000000) MuzzleFlashClass=Class'BallisticV25.A42FlashEmitter' RecoilPerShot=24.000000 XInaccuracy=8.000000 YInaccuracy=4.000000 BallisticFireSound=(Sound=Sound'BallisticSounds3.A42.A42-Fire',Volume=0.700000) bPawnRapidFireAnim=True FireEndAnim= TweenTime=0.000000 ShakeRotMag=(X=32.000000,Y=8.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotTime=1.500000 ShakeOffsetMag=(X=-3.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=1.500000 ProjectileClass=Class'BallisticV25.A42Projectile' WarnTargetPct=0.300000 bFireOnRelease=True PreFireAnim="PrepBigHack3" FireAnim="BigHack3" FireRate=0.300000 AmmoClass=Class'BallisticV25.Ammo_Knife' AmmoPerFire=0 } Basically, its the A42's primary fire copied over the A909's alt fire, with a few additions so that it uses the proper animations, is set to fire on release, and doesn't use ammo. ALSO its subclassed from BallisticProjectileFire. That's important. It could be refined a lot more, but I don't really feel like doing it. Anyways, if you don't mind version mismatches, you could just recompile the BallisticV25 package with this change and the skrith gauntlets would now shoot A42 projectiles on alt fire. Ok sorry for the Long Belated Reply but I ran the Bat file you posted and I can't find the A909Secondaryfire.uc where is it located do I do this in the UT2004 Editor or do I need another Program? |
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| Author: | Blade sword [ Sat Jun 22, 2013 4:50 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
it must be in a folder called Ballistic25 in your UT2004 folder when you run the batch you should see some dos screen with a lot of stuff being written once you get the file just open it with UDE or Notepad+ change the code to a firing weapon code, compile and you're good to go |
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| Author: | PromiserOfDeath [ Sat Jun 22, 2013 7:10 pm ] |
| Post subject: | Re: A909 Skrith Gauntlets(Request) |
Blade sword wrote: it must be in a folder called Ballistic25 in your UT2004 folder when you run the batch you should see some dos screen with a lot of stuff being written once you get the file just open it with UDE or Notepad+ change the code to a firing weapon code, compile and you're good to go I don't see a Folder called Ballisticv25 I merged all the files into the UT2004 Folders. I put the .bat file in my System Folder ran the .bat and can't find the A909Skirthgauntlets.uc file. It would probably be easier if someone could just do this for me then send me it via Dropbox or Email because I'm a newb when it comes to Coding and Scripting. |
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