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| A way to create playes classes? https://www.runestorm.com/forums/viewtopic.php?f=71&t=74997 |
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| Author: | Glosmostinex [ Mon Apr 06, 2009 3:36 pm ] |
| Post subject: | A way to create playes classes? |
I've downloaded the Species stats plus mutator(thanks Sgt Kelly!) and it comes with another mutator called Player classes plus. Each race has 3-4 classes(and red and blue team select a race), and each class has it's own attributes, like offense, defense, health, speed, armor, etc. plus, they have a model for each class. and each class has different weapons. I looked at the code but don't found where the classes are stored though. I would like to modify it and change the weapons to be BW weapons. so we could create a Sniper class, a Assault class, etc. each class has 3 weapons. maybe an experienced coder can take a look at it? who knows if we can create classes with it? |
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| Author: | Sergeant Kelly [ Mon Apr 06, 2009 4:18 pm ] |
| Post subject: | Re: A way to create playes classes? |
Hmm, you should ask Xavious. He made a pretty cool set up with it I believe, and he knows how to get it working. |
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| Author: | Glosmostinex [ Mon Apr 06, 2009 5:48 pm ] |
| Post subject: | Re: A way to create playes classes? |
that's cool! ![]() how I modify it then? |
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| Author: | Captain Xavious [ Tue Apr 07, 2009 7:34 am ] |
| Post subject: | Re: A way to create playes classes? |
I'll send you some stuff after I get home. Or maybe after class if its on my laptop. |
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| Author: | SHAD0Wdump [ Tue Apr 07, 2009 7:47 am ] |
| Post subject: | Re: A way to create playes classes? |
I do believe I tried this mod once... The concept is awesome,but I always found the implementation left so much to be experimented with. If it isn't too much bother I'd like to request that if this is really created,could a little mutator menu be made for the easy implementation of new classes?That would make a ballistics edition golden. |
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| Author: | Glosmostinex [ Tue Apr 07, 2009 9:06 pm ] |
| Post subject: | Re: A way to create playes classes? |
it would be nice if it was just a .ini change, but it sounds more complicated than I thought! I guess that the classes are inside the code,no? |
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| Author: | Captain Xavious [ Wed Apr 08, 2009 12:18 pm ] |
| Post subject: | Re: A way to create playes classes? |
Attachment: BW Classes.7z Oops, forgot about this. Sorry about that. But yes, it is all done in code, unfortunately. But, the code is really simple. If you want to modify my stuff, go right ahead. I even made a UPL to easily select which models each class will use. Its pretty nifty. Here's the only code you really need to worry about: Code: TeamsInfo(0)=(TeamName="UTC Corps",TeamStart=1,TeamEnd=7) TeamsInfo(1)=(TeamName="ManuMercs",TeamStart=8,TeamEnd=13) TeamsInfo(2)=(TeamName="Skrith",TeamStart=14,TeamEnd=17) TeamsInfo(3)=(TeamName="Curse",TeamStart=18,TeamEnd=22) TeamsInfo(4)=(TeamName="Black Plague",TeamStart=23,TeamEnd=28) TeamsInfo(5)=(TeamName="Acolytes",TeamStart=29,TeamEnd=35) TeamsInfo(6)=(TeamName="UTC Phobos Marines",TeamStart=36,TeamEnd=39) ClassesInfo(0)=(ClassName="*ERROR*",ClassCharacter="Widowmaker",ClassStats=(Movement=1.000000,Agility=1.000000,Reflex=1.000000,Strength=1.000000,Fortitude=1.000000,Will=10,Armor=10,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierGrenade'),ClassGear[0]=Class'XWeapons.ShieldGun',ClassGear[1]=Class'XWeapons.AssaultRifle',ClassGear[2]=Class'XWeapons.Minigun') ClassesInfo(1)=(ClassName="Sniper",ClassCharacter="[Class]Sniper",ClassStats=(Health=-15,Movement=1.150000,Agility=0.900000,Reflex=0.950000,Strength=1.250000,Fortitude=0.850000,Will=10,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierPrecisionAiming'),ClassGear[0]=Class'BallisticV21.M75Railgun',ClassGear[1]=Class'BWBPThreeV21.SRS900Rifle',ClassGear[2]=Class'BWBPOneV21.RS8Pistol') ClassesInfo(2)=(ClassName="Heavy Weapons",ClassCharacter="[Class]Heavy Weapons",ClassStats=(Health=20,Movement=0.800000,Agility=1.200000,Reflex=0.850000,Strength=1.100000,Fortitude=1.200000,Will=10,Armor=50,PassiveAbility=Class'SpeciesStatsPlus.SpeciesModifierMassive'),ClassGear[0]=Class'BallisticV21.XMV850Minigun',ClassGear[1]=Class'BallisticV21.M290Shotgun',ClassGear[2]=Class'BWBPFourB.MRocketLauncher') ClassesInfo(3)=(ClassName="Infantry",ClassCharacter="[Class]Infantry",ClassStats=(Health=10,Movement=0.950000,Agility=1.000000,Reflex=0.950000,Strength=1.050000,Fortitude=0.950000,Will=10,Armor=20),ClassGear[0]=Class'BallisticV21.M50AssaultRifle',ClassGear[1]=Class'BallisticV21.M763Shotgun',ClassGear[2]=Class'BallisticV21.M806Pistol') ClassesInfo(4)=(ClassName="Scout",ClassCharacter="[Class]Scout",ClassStats=(Health=-10,Movement=1.200000,Agility=0.750000,Reflex=1.150000,Strength=0.900000,Fortitude=0.800000,Will=10,Armor=5,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierGrapple'),ClassGear[0]=Class'BWBPOneV21.XRS10SubMachinegun',ClassGear[1]=Class'BWBPOneV21.XRS10SubMachinegun',ClassGear[2]=Class'BallisticV21.X3Knife') ClassesInfo(5)=(ClassName="Fire Bat",ClassCharacter="[Class]Fire Bat",ClassStats=(Health=15,Movement=0.750000,Agility=1.200000,Reflex=0.800000,Strength=0.800000,Fortitude=0.800000,Will=10,Armor=10,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierRadiusKnockback'),ClassGear[0]=Class'BallisticV21.RX22AFlamer',ClassGear[1]=Class'BallisticV21.FP7Grenade',ClassGear[2]=Class'BWBPFour.GRS9Pistol') ClassesInfo(6)=(ClassName="Medic",ClassCharacter="[Class]Medic",ClassStats=(Health=5,Movement=1.050000,Agility=0.950000,Reflex=1.050000,Strength=0.850000,Fortitude=0.900000,Will=10,Armor=5,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierTeamHeal'),ClassGear[0]=Class'BWBPG28MedicinalAerosol.G28Grenade',ClassGear[1]=Class'BallisticV21.XK2SubMachinegun',ClassGear[2]=Class'BallisticV21.X3Knife') ClassesInfo(7)=(ClassName="Engineer",ClassCharacter="[Class]Engineer",ClassStats=(Movement=1.050000,Agility=0.950000,Reflex=1.050000,Strength=0.900000,Fortitude=0.900000,Will=10,Armor=10,ActiveAbility=Class'BallisticClassedTeams.SpeciesModifierBWSandbag'),ClassGear[0]=Class'BallisticV21.A42SkrithPistol',ClassGear[1]=Class'BallisticV21.M353Machinegun',ClassGear[2]=Class'BallisticV21.BX5Mine') ... You don't need to worry about the generic classes, they don't seem to really work... Now, a break down of the code: Code: TeamsInfo(0)=(TeamName="UTC Corps",TeamStart=1,TeamEnd=7) This determines what Class entries the UTC Corps team is made up of (and what they're called in game). Team Start=1 means which ClassesInfo(x) will be the first one. In this case, it is ClassesInfo(1) (the "Sniper" class). TeamEnd is the same, only for designating the last ClassesInfo(x) to be used for the team. Code: ClassesInfo(1)=(ClassName="Sniper",ClassCharacter="[Class]Sniper",ClassStats=(Health=-15,Movement=1.150000,Agility=0.900000,Reflex=0.950000,Strength=1.250000,Fortitude=0.850000,Will=10,ActiveAbility=Class'SpeciesStatsPlus.SpeciesModifierPrecisionAiming'),ClassGear[0]=Class'BallisticV21.M75Railgun',ClassGear[1]=Class'BWBPThreeV21.SRS900Rifle',ClassGear[2]=Class'BWBPOneV21.RS8Pistol') This ugly string of code is where all the class info is. A lot of the values are either self explainatory, or are explained in the code somewhere, but I'll explain some of them. ClassName= is what the class will be called in game. ClassCharacter= the name of the model you want to use. The model name would just be the name of the model/character you see in the model selection screen. You can look into my BWClasses Roster to get an idea on this. Health= this one can be a bit confusing. Its actually just either a bonus or penalty to max health. In this case, the Sniper has 15 less health (-15) than default. ActiveAbility=/PassiveAbility= this one takes some playing around with, but basically, it lists the class name of the power you want to use for that class. The powers can be found in the Species Stats Plus package and are either passive (always working) or active (require a button to activate). ClassGear[x]= This is the class' starting weapon. It works pretty much like the Active/PassiveAbility, that is, you must select the package.classname of the weapon you want them to have. You can probably have any number of weapons you want. I just chose 3 because its a nice small number thats easy to manage. My theory for making the different factions was to give each faction 4 basic classes (Sniper, Heavy, Soldier, Scout), and then maybe give them a specialized class or two. They actually turned out quite balanced with each other, though its kind of a rock/paper/scissors thing. Who is going against who and what type of map they are playing in usualyl seems to affect the winner of bot games. Some teams perform better in close quarters, others are better at range, etc. Its actually quite fascinating watching bot matches with this in place. It seems like I did a pretty decent job at balancing them. Also, another thing, is that if you just use what I have, you probably will be missing some models and/or weapons. I don't think it will crash the game, I think the worst that will happen is some models will look like the defualt player model and some classes might not get all their intended weapons. Anyways, I hope this helps. And if you need help, just ask. |
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| Author: | Glosmostinex [ Wed Apr 08, 2009 2:42 pm ] |
| Post subject: | Re: A way to create playes classes? |
Hey, thanks! but I can't get it working ingame... I allowed the ballistic classes mutator and I can't get a class selector like the normal class mut. or I select them in another way?
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| Author: | SHAD0Wdump [ Wed Apr 08, 2009 4:10 pm ] |
| Post subject: | Re: A way to create playes classes? |
That post really likes to stretch off the screen... |
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| Author: | Captain Xavious [ Thu Apr 09, 2009 6:37 am ] |
| Post subject: | Re: A way to create playes classes? |
Glosmostinex wrote: Hey, thanks! but I can't get it working ingame... I allowed the ballistic classes mutator and I can't get a class selector like the normal class mut. or I select them in another way? ![]() Um... I'm not sure offhand. You do have Species Stats Plus installed still, right? Do you got the newest version? Also, make sure you don't have any Ballistic Weapons mutators on that may affect weapons. |
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| Author: | Glosmostinex [ Thu Apr 09, 2009 12:30 pm ] |
| Post subject: | Re: A way to create playes classes? |
I played without any mutators(just the BW classes) and I spawn with Ut2004 weapons... and I can't configure the mutator in-game, just by the .ini. is that ok or it was supposed to have a configuration menu? because in the .ucs there is a ingame GUI... perhaps it's a .ini configuration that is bugged and I can't play it? |
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| Author: | Captain Xavious [ Thu Apr 09, 2009 12:47 pm ] |
| Post subject: | Re: A way to create playes classes? |
Oh. Well, you should be able to adjust which teams are used in the mutator options. If you can't do that then maybe you not having some of the weapons is messing things up. I'll see if I can get an altered one up that doesn't use random weapons of mine. |
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| Author: | Glosmostinex [ Thu Apr 09, 2009 1:33 pm ] |
| Post subject: | Re: A way to create playes classes? |
Ok, thanks! ![]() perhaps i can change it in the code here? |
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| Author: | Starbeast [ Mon Apr 20, 2009 4:14 pm ] |
| Post subject: | Re: A way to create playes classes? |
Xavious, I was checking out the species stats plus classes you provided, and I tried to alter it just to include some custom species types that I use so I can edit them in the GUI. When I try to recompile, it fails with an error about "bad or missing expression in 'If"" in one of the classes. I don't know much about coding and the like, and I always seem to get errors like this when I try to recompile classes outside of Ued. These things will go down fine if I edit script in Ued and compile, but I can't edit many default properties using Ued, so I need to export classes which then won't recompile. Is there any advice or help you can give me? |
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| Author: | Captain Xavious [ Mon Apr 20, 2009 4:27 pm ] |
| Post subject: | Re: A way to create playes classes? |
Um... Well, you need to export a whole package in order for it to compile properly for starters. Past that, you may have to set up edit packages properly. I guess check those first. And if you don't know about edit packages, you can find a button to add them in when using UDE, otherwise its in the UT2004.ini To set them up right, you simply put the name of the .u you want to compile at the end of the list. If it references any other .u files, put those in the list above the one you are going to compile, and if that one references other packages, put those above it in the list and so on. |
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| Author: | Starbeast [ Mon Apr 20, 2009 5:22 pm ] |
| Post subject: | Re: A way to create playes classes? |
Hmm, ok, I think I have my edit packages set up. I'm not sure about having the whole package, though. I was just trying to compile the classes in your attachment, it looks like some of the things are different from the version of Species Stats Plus that I have. I'm not seeing things like sandbag and toxic leak, for example. I think I'm missing a few sound files. I take it you have a newer version, do you know where I can get it? |
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| Author: | Captain Xavious [ Mon Apr 20, 2009 7:43 pm ] |
| Post subject: | Re: A way to create playes classes? |
http://forums.beyondunreal.com/showthread.php?t=130877 Try this. ![]() And never mind what I said about exporting whole package, I misread your post, I was thinking you only exported the classes you needed to change the DefProps on, then I realized you can't do that with UEd. ![]() And a note on the sand bag; it seems like it references a static mesh that doesn't come with the mutator, so I made a new class in my package that references a stock model in UT2004. |
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| Author: | Starbeast [ Mon Apr 20, 2009 10:52 pm ] |
| Post subject: | Re: A way to create playes classes? |
Ok, thanks for your help, but I'm still a bit stumped. It looks like I do have that version, and toxic emission and sandbag are there, but they are not selectable from the menu in-game. The wiki says the compiler error message I'm getting "could mean the condition does not evaluate to a boolean value (True or False), and generally you might have mistyped the function or variable name." Here is the beginning of the part that's giving me trouble (in SpeciesPlusGameRules.uc): Code: if (xPawn(injured)!=None) { if(Monster(Injured)!=None) return ResultDamage; It says the error is on the "if(monster(injured)" line. Do you know if this is because of a referenced package I'm missing, or do I need to change something? |
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| Author: | Captain Xavious [ Tue Apr 21, 2009 7:36 am ] |
| Post subject: | Re: A way to create playes classes? |
Hmm... I'm not sure. You could throw the .ucs my way and I can try to compile it and see whats wrong. |
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| Author: | Starbeast [ Tue Apr 21, 2009 12:35 pm ] |
| Post subject: | Re: A way to create playes classes? |
Captain Xavious wrote: Hmm... I'm not sure. You could throw the .ucs my way and I can try to compile it and see whats wrong. I appreciate the offer, but they're simply the classes the from the SpeciesStatsPlus package in the BW Classes archive you posted earlier in the thread, and when I tried to export the classes from the one I downloaded separately, those wouldn't recompile, either. Even without any changes to the code, it wouldn't work. I made a small custom package with some different species classes to change up the blood effects and voices and things like that. That one compiles fine on its own, and it works in-game, so I have my packages set up to that point at least. If I were change the code from SpeciesStatsPlus in Unrealed, and change the script there, it would recompile without a problem. Unfortunately, the thing I want to change is in a default property that I can't seem to alter in Ued. I just don't know what I'm missing when I export/recompile it all. |
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