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NewBomber
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Author:  Bulska [ Sun Jan 28, 2007 6:48 am ]
Post subject:  NewBomber

A vehicle I scripted (whoohoo I found out how I can script vehicles)
Its the bomber plane you summon with the Target Painter, but now you fly in it. Epic Games had made a crappy version already but never finished that, so I got to the scripting and got this:

Image

Its just the bomber from epic games, but I've put those engine trails from the raptor on the right place.
And I modified the weapons, primairy fire launches locking missiles (Missle pack from Laviathan)
Secondairy fire launches bombs. (From the orgininal bomber with targetpainter)

But, the aim is screwed, all your projectiles fly to where you are going to. They have the same speed as you do. REALLY HARD TO AIM. ZOMG. heh...
But the bomb has a good blast radius (I thought of making it a falling redeemer :P) So you just gotta practice it a little bit and you can take down tanks in seconds :P


The city you see on the background and stuff is a map I made. Its HUGE. You wont believe how big it is.
Ill send the Bomber and the city in one pack to you guys sometime, both arent finished yet though.

Author:  Captain Xavious [ Sun Jan 28, 2007 7:56 am ]
Post subject:  NewBomber

Both look cool. 8)

Can't wait to try 'em out. :)

P.S. I love urban maps! !amazed

Oh, yeah, Congrats on figuring out the vehicles!

Author:  Bulska [ Sun Jan 28, 2007 8:08 am ]
Post subject:  NewBomber

This map is NOT meant to play real fights in. It is a DeathMatch map with Vehicles meant to mess around with.
I mostly use it for me and my brother to mess around with, im planning on making some bunkers too :P

Already got a cannal. (waterways) But I need boats. does anyone know where I can download boats?

Author:  Mr.UglyPants [ Sun Jan 28, 2007 8:58 am ]
Post subject:  NewBomber

man that is awesome.

Author:  Captain Xavious [ Sun Jan 28, 2007 9:59 am ]
Post subject:  NewBomber

Uhh... I think there are some boats from U4E, and I think there are probably some elssewhere too, I'll look into it soon.

Author:  Jerry [ Sun Jan 28, 2007 12:16 pm ]
Post subject:  NewBomber

Looks MINT! :D can't wait!

Author:  Bulska [ Sun Jan 28, 2007 2:53 pm ]
Post subject:  NewBomber

I've found the boats from U4E, a crappy raft, a human viper and a skaarj viper.

Here's a clear overview of what I have in my city
Things in my city:
2 Takeoff lanes. (the 2 garages are placed against these)
2 Garages ( Full of cars, tanks and other vehicles. Almost every vehicle you can think of. )
A secret airforce base underground.
Highways around the city (for races)(you can get up the hanging roads via the garages)
Roads on floor (with some tunnels trough BSP Buildings)
Cannal with bridges, boats (movers) and vehicle boats. (Cannal goes around the city and trough it.)
Trains for fast travel to other side.
Custom Airplane.

Things you need to download my city:
UT2004
The Map itself.
U4E
BonusPack
MyNewBomber
Command&Conquer Vehicles
UnWheel
MyCustomWeapons


Ok, that is my city. Here's some details about the airplane:
Things I changed:
Speed. (FAST)
Primairy Fire. (Homing missiles, im thinking to make miniguns)
Secondairy Fire. (Bomb, if hit, enemy is surely dead.)
Effects. (Raptor engines and white line effects)
Health is same.
Turn rate is same.
Thinking of adding a turret for second men.
Thinking of adding places for people to sit (But they cant shoot) (Dunno how yet, all passengers have weapons in all vehicles I got the script for)

:D

Author:  uzi4u [ Sun Jan 28, 2007 5:02 pm ]
Post subject:  NewBomber

There are seriously DM maps with vehicles in 'em? Kinda like to try a few out...

Author:  Dark_Watcher [ Mon Jan 29, 2007 1:03 am ]
Post subject:  NewBomber

Command&Conquer Vehicles?

cool!............link please

Author:  Bulska [ Mon Jan 29, 2007 8:45 am ]
Post subject:  NewBomber

Cant find any link, my brother has found the mod once. Its all in a map and I cant find it.

Author:  Captain Xavious [ Mon Jan 29, 2007 8:57 am ]
Post subject:  NewBomber

I think I figured out the passenger bit, can't remember...
But anyways, try just adding dummy weapons if you need weapons for passengers.

Just take a vehicle weapon, make it so no models are displayed (check Manta for that, if needed) and make the projectiles basically do nothing, like make the projectiles have a life time of zero, scale down the size of the to zero to make sure nothing shows, etc...

To sum it up, just make the weapons do nothing. :)

Author:  Bulska [ Mon Jan 29, 2007 3:01 pm ]
Post subject:  NewBomber

Heh nice idea.... ill work it out later.

Author:  Rage [ Mon Jan 29, 2007 3:10 pm ]
Post subject:  NewBomber

very nice

Author:  Bulska [ Tue Jan 30, 2007 6:18 am ]
Post subject:  NewBomber

I got a problem...

I tried to transfer the map from one PC to another with USB-stick
But the map doesnt show up in the list.

Help?

Author:  Captain Xavious [ Tue Jan 30, 2007 9:55 am ]
Post subject:  NewBomber

Make sure the map didn't somehow acquire a prefix that isn't compatible with UT04, and also make surre the map got to the right folder. (might seem simple mistakes, but it never hurts to make sure. ;) )

If that isn't the problem, try opening the map in UEd. Often if a map won't show up something is missing, and if thats the case, UEd will tell you. :)

And lastly (although you oughta check it first) make sure the file didn't get corrupted fduring the transfer, maybe by removing the flash drive early or something.

Also you might want to open the map directly with UT04 (just double click it). If anything is wrong an error message should pop up.

Author:  Bulska [ Tue Jan 30, 2007 3:22 pm ]
Post subject:  NewBomber

Ok things that happened on second try (direct transfer between 2 PC's via LAN)

I copied map.
Put it in a folder at a place the other PC can reach.
Other PC took map and placed in Map Folder of UT2004.

Starting via doubleclicking the map in the 'maps' folder makes an error that it is not run the usual way or something.
Won't show up in the DM list. (or any other)
Didn't try Editor yet :P

I'll try the editor later. Very late now and my brother is at the PC I got to acces.

Author:  Captain Xavious [ Tue Jan 30, 2007 4:16 pm ]
Post subject:  NewBomber

Well, I hope you have luck figuring it out. Hopefully its something small like forgetting to have one of the vehicle packs installed or something. :)

Author:  Deuxhero [ Tue Jan 30, 2007 5:51 pm ]
Post subject:  NewBomber

ut2004 navy had boats, you should find it on the fourms for the airpower mod if you look

Author:  Captain Xavious [ Tue Jan 30, 2007 8:22 pm ]
Post subject:  NewBomber

Thats the mod I was thinking of that had the boats!

Author:  ShadowBlade [ Wed Jan 31, 2007 3:32 am ]
Post subject:  NewBomber

thats looks pretty damn good :)

Author:  Bulska [ Wed Jan 31, 2007 2:27 pm ]
Post subject:  NewBomber

Ok I got rid of the problem.

You were right... packages were missing...
Some staticmeshes and stuff for the C&C vehicles.

And I need your help on another thing. I just changed some effects of the plane, and I gotta know what you guys think is best (I have the old coordinates for the emitters, im not stupid :P)
Here's pic of new effects:
Image

At first I had the streams come out of the wings, wich looked really cool.
But now MMM suggested to make em come out of the engines. I don't know, personally I like the wings a little better but I wanted to know about you guys :D

Author:  Captain Xavious [ Wed Jan 31, 2007 4:01 pm ]
Post subject:  NewBomber

I think I like the wingtips better myself.

Oh yeah, and I'm glad you got it working. :)

Author:  Mr.UglyPants [ Wed Jan 31, 2007 6:57 pm ]
Post subject:  NewBomber

it worked for the wingtips on the raptors, so it should work well here.

Author:  Bulska [ Thu Feb 01, 2007 1:16 am ]
Post subject:  NewBomber

I got another dump problem with the bomber...
The white streams (Streamer) aren't visible in multiplayer. But the engines (TrailEffect) are visible.
What must I do? I don't get this piece of coding.
Heres code:

//-----------------------------------------------------------
// The plane settings.
//-----------------------------------------------------------
class NewBomber extends ONSPlaneCraft;

#exec OBJ LOAD FILE=..\Animations\ONSVehicles-A.ukx

var() float MaxPitchSpeed;

var() array TrailEffectPositions;
var class TrailEffectClass;
var array TrailEffects;

var() array StreamerEffectOffset;
var class StreamerEffectClass;
var array StreamerEffect;

var() range StreamerOpacityRamp;
var() float StreamerOpacityChangeRate;
var() float StreamerOpacityMax;
var float StreamerCurrentOpacity;
var bool StreamerActive;

simulated function Tick(float DeltaTime)
{
local float EnginePitch;

if(Level.NetMode != NM_DedicatedServer)
{
EnginePitch = 96.0 + VSize(Velocity)/MaxPitchSpeed * 32.0;
SoundPitch = FClamp(EnginePitch, 96, 128);
}

Super.Tick(DeltaTime);
}

simulated function Destroyed()
{
local int i;

if(Level.NetMode != NM_DedicatedServer)
{
for(i=0;i TrailEffects[i].Destroy();
TrailEffects.Length = 0;

for(i=0; i StreamerEffect[i].Destroy();
StreamerEffect.Length = 0;
}

Super.Destroyed();
}

simulated event DrivingStatusChanged()
{
local vector RotX, RotY, RotZ;
local int i;

if (bDriving)
Enable('Tick');
else
Disable('Tick');

Super.DrivingStatusChanged();

if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail)
{
GetAxes(Rotation,RotX,RotY,RotZ);

if (TrailEffects.Length == 0)
{
TrailEffects.Length = TrailEffectPositions.Length;

for(i=0;i if (TrailEffects[i] == None)
{
TrailEffects[i] = spawn(TrailEffectClass, self,, Location + (TrailEffectPositions[i] >> Rotation) );
TrailEffects[i].SetBase(self);
TrailEffects[i].SetRelativeRotation( rot(0,32768,0) );
}
}

if (StreamerEffect.Length == 0)
{
StreamerEffect.Length = StreamerEffectOffset.Length;

for(i=0; i if (StreamerEffect[i] == None)
{
StreamerEffect[i] = spawn(StreamerEffectClass, self,, Location + (StreamerEffectOffset[i] >> Rotation) );
StreamerEffect[i].SetBase(self);
}
}
}
else
{
if (Level.NetMode != NM_DedicatedServer)
{
for(i=0;i TrailEffects[i].Destroy();

TrailEffects.Length = 0;

for(i=0; i StreamerEffect[i].Destroy();

StreamerEffect.Length = 0;
}
}
}

defaultproperties
{
Mesh=Mesh'ONSFullAnimations.Bomber'

RedSkin=Shader'ONSFullTextures.BomberGroup.BomberChassisFinalRED'
BlueSkin=Shader'ONSFullTextures.BomberGroup.BomberChassisFinalBLUE'

DriverWeapons(0)=(WeaponClass=class'NewBomber.NewBombDropper',WeaponBone=FrontGunMount);
PassengerWeapons(0)=(WeaponPawnClass=class'NewBomber.NewBomberTurret',WeaponBone=FrontGunMount);

DestroyedVehicleMesh=StaticMesh'VMruinedVehicles.BomberGroup.BomberDead'
DestructionEffectClass=class'Onslaught.ONSVehicleExplosionEffect'
DisintegrationEffectClass=class'Onslaught.ONSVehDeathAttackCraft'
DestructionLinearMomentum=(Min=50000,Max=150000)
DestructionAngularMomentum=(Min=100,Max=300)
Health=500
HealthMax=500

IdleSound=sound'ONSVehicleSounds-S.Flying.Flying02'
StartUpSound=sound'ONSVehicleSounds-S.AttackCraft.AttackCraftStartUp'
ShutDownSound=sound'ONSVehicleSounds-S.AttackCraft.AttackCraftShutDown'
MaxPitchSpeed=3200
SoundVolume=255

TrailEffectPositions(0)=(X=-96,Y=-116,Z=-48);
TrailEffectPositions(1)=(X=-96,Y=116,Z=-48);
TrailEffectPositions(2)=(X=-76,Y=-84,Z=36);
TrailEffectPositions(3)=(X=-76,Y=84,Z=36);
TrailEffectPositions(4)=(X=-264,Y=-52,Z=24);
TrailEffectPositions(5)=(X=-264,Y=52,Z=24);
TrailEffectClass=class'Onslaught.ONSAttackCraftExhaust'

StreamerEffectOffset(0)=(X=-28,Y=320,Z=-5.6);
StreamerEffectOffset(1)=(X=-28,Y=-320,Z=-5.6);
StreamerEffectOffset(2)=(X=-50.4,Y=280,Z=117.6);
StreamerEffectOffset(3)=(X=-50.4,Y=-280,Z=117.6);
StreamerOpacityRamp=(Min=1200.000000,Max=1600.000000)
StreamerOpacityChangeRate=1.0
StreamerOpacityMax=0.3
StreamerEffectClass=class'Onslaught.ONSAttackCraftStreamer'

Begin Object Class=KarmaParamsRBFull Name=KParams0
KInertiaTensor(0)=3.5
KInertiaTensor(1)=0.0
KInertiaTensor(2)=0.0
KInertiaTensor(3)=10
KInertiaTensor(4)=0.0
KInertiaTensor(5)=13
KCOMOffset=(X=0.65,Y=0.0,Z=0.0)
KStartEnabled=True
KFriction=0.6
KLinearDamping=0.0
KAngularDamping=1.5
bKNonSphericalInertia=True
bHighDetailOnly=False
bClientOnly=False
bKDoubleTickRate=True
KActorGravScale=2.0
KMaxSpeed=4000.0
KImpactThreshold=300
bDestroyOnWorldPenetrate=True
bDoSafetime=True
Name="KParams0"
End Object
KParams=KarmaParams'KParams0'

DrawScale=0.7

VehicleMass=4

bDrawDriverInTP=False
bDrawMeshInFP=True

LiftCoefficientCurve=(Points=((InVal=-180,OutVal=0.0),(InVal=-10.0,OutVal=0.0),(InVal=0.0,OutVal=0.4),(InVal=6.0,OutVal=0.8),(InVal=10.0,OutVal=1.2),(InVal=12.0,OutVal=1.4),(InVal=20.0,OutVal=0.8),(InVal=60.0,OutVal=0.6),(InVal=90.0,OutVal=0.0),(InVal=180.0,OutVal=0.0)))
DragCoefficientCurve=(Points=((InVal=-180,OutVal=0.0),(InVal=-90.0,OutVal=1.2),(InVal=-10.0,OutVal=0.1),(InVal=-5.0,OutVal=0.35),(InVal=0.0,OutVal=0.01),(InVal=5.0,OutVal=0.35),(InVal=10.0,OutVal=0.1),(InVal=15.0,OutVal=0.3),(InVal=60.0,OutVal=1.0),(InVal=90.0,OutVal=1.2),(InVal=180.0,OutVal=0.0)))
AirFactor=0.00005

HoverForceCurve=(Points=((InVal=0,OutVal=500),(InVal=30,OutVal=700),(InVal=250,OutVal=0)))
COMHeight=20.0
MaxThrust=250.0
PitchTorque=700.0
BankTorque=700.0
ThrustAcceleration=60.0
bHoverOnGround=True

ImpactDamageThreshold=1000
ImpactDamageMult=0.03

MomentumMult=0.05

HoverSoftness=0.9
HoverPenScale=1.5
HoverCheckDist=500

ThrusterOffsets(0)=(X=200,Y=0,Z=10)
ThrusterOffsets(1)=(X=-50,Y=300,Z=10)
ThrusterOffsets(2)=(X=-50,Y=-300,Z=10)

EntryPosition=(X=0,Y=0,Z=-64)
EntryRadius=300

ExitPositions(0)=(X=0,Y=500,Z=100)
ExitPositions(1)=(X=0,Y=-500,Z=100)
ExitPositions(2)=(X=350,Y=0,Z=100)
ExitPositions(3)=(X=-350,Y=0,Z=100)
VehiclePositionString="in a BloodDragon"
VehicleNameString="BloodDragon"
}

Author:  ShadowBlade [ Thu Feb 01, 2007 2:11 am ]
Post subject:  NewBomber

think u need a coder, like DC here :)

i think the wingtips would be better btw :D

Author:  Bulska [ Fri Feb 02, 2007 1:12 am ]
Post subject:  NewBomber

Another very important problem. In netplay, only the admin has Aimable = false. All other players have it on true wich causes the bomber to fly very weird. When it is aimable, the turn limits are active. That means that I cannot go straigth down or up like I do in the second picture. I won't be able to do stuff that are visible in the first picture either. If Aimable is on, it wants to fly like a raptor, which it cannot, causing you to crash against one of my many buildings very fast.

Author:  Herr General [ Thu Mar 22, 2007 12:14 am ]
Post subject:  NewBomber

I have an idea. In the static mesh package AS_Decos there is a bomber that looks a lot better(it looks like a B-52). Why don't you use that?

Author:  EnteR [ Thu Mar 22, 2007 4:33 am ]
Post subject:  NewBomber

The bomber from AS_Decos looks cool

Author:  Raptorian [ Sat Mar 24, 2007 6:44 am ]
Post subject:  NewBomber

ShadowBlade wrote:
i think the wingtips would be better btw :D


They would be, the white trails are slipstream, not exhaust trails, which would be dependant on the engine that produced them (fiery colours for a combustion engine, blue for an impulse engine etc,)

Author:  OCAdam [ Sat Mar 24, 2007 7:01 am ]
Post subject:  NewBomber

If you use some sniper smoke for the engines, that would be cool if you figured how to do that correctly. And... is the map somewhere yet for download? I could use this for my vehicle testing myself... Colorado is not a good map for testing for top speed and bouncing at top speed.... which my F1 Scorp currently does. I have to tune that since I know how to tune the cars a lot better than most people who edit that car do. I just can't code. Only able to seriously tune the car.

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