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Things I want to know.

Postby Snakey » Thu Oct 27, 05 7:47 pm

How to make a turret which fires a projectile (Like a fire turret or something)

A weapon which fires a projectile which, when it hits a player, halves their drawscale and also their health, but if their health is an odd number, it kills them. I want the drawscale effect to wear off when the player dies.

I made an electro dagger, I want the projectile to emit electricity

I want to make an electro gun that focuses the electricity emitter into a single beam.

A gun that fires a rocket which, when it hits a surface, explodes releasing gas that, if it hits a player, the player has a specified amount of time before dying (say, 1 minute) unless they find a certain pickup in this time.

I want to make pickups that you walk over and they activate as you touch them, Like in Timesplitters 2.

I want to make a special multitool that, when you aim it at a mover from a certain distance, it opens the mover. I also want the Multitool rays to appear as you do this.

A grenade that summons the effects of all 3 grenades (EMP, Gas and LAM) with the EMP blast having the biggest radius, the gas epxlosion having half the radius of this, and the LAM explosion having the smallest radius.

I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.

I made a pickup that adds augs in multiplayer when you use it, I want it to kill the aug that takes up the specified aug slot that the pickup recquires as you use it.

I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)

A few more things I need to know, but I can't remember them at the moment.

And please, reply to this topic. I don't want this to sink to the bottom of the page like all my other mod problem topics. I would appreciate any help you have to offer. Thank you.
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Postby Snakey » Thu Oct 27, 05 8:08 pm

*Posts this to make sure this topic stays at the top of the page*

It'll stay like that until at least 3 of my questions get answered.
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Postby Dae » Fri Oct 28, 05 7:26 pm

holy crap!!
when i have an hour of free time, i will answer to you :)
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Re: Things I want to know.

Postby clyzm » Fri Oct 28, 05 10:10 pm

~Snakey~ wrote:How to make a turret which fires a projectile (Like a fire turret or something)

A weapon which fires a projectile which, when it hits a player, halves their drawscale and also their health, but if their health is an odd number, it kills them. I want the drawscale effect to wear off when the player dies.

I made an electro dagger, I want the projectile to emit electricity

I want to make an electro gun that focuses the electricity emitter into a single beam.

A gun that fires a rocket which, when it hits a surface, explodes releasing gas that, if it hits a player, the player has a specified amount of time before dying (say, 1 minute) unless they find a certain pickup in this time.

I want to make pickups that you walk over and they activate as you touch them, Like in Timesplitters 2.

I want to make a special multitool that, when you aim it at a mover from a certain distance, it opens the mover. I also want the Multitool rays to appear as you do this.

A grenade that summons the effects of all 3 grenades (EMP, Gas and LAM) with the EMP blast having the biggest radius, the gas epxlosion having half the radius of this, and the LAM explosion having the smallest radius.

I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.

I made a pickup that adds augs in multiplayer when you use it, I want it to kill the aug that takes up the specified aug slot that the pickup recquires as you use it.

I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)

A few more things I need to know, but I can't remember them at the moment.

And please, reply to this topic. I don't want this to sink to the bottom of the page like all my other mod problem topics. I would appreciate any help you have to offer. Thank you.


Same thing I've tried to do, I made a TurrentProjectilePlasma, which is a seperate projectile class for the turret. I think you can change autoturret or autoturretgun, and add a projectileclass or something... I'm not sure though.
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Postby Snakey » Sat Oct 29, 05 5:56 pm

Jim sent me the code for the Projectile Turret
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Re: Things I want to know.

Postby Dae » Sun Oct 30, 05 5:05 pm

~Snakey~ wrote:I want to make an electro gun that focuses the electricity emitter into a single beam.
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Postby Snakey » Sun Oct 30, 05 5:07 pm

Dae, I already Checked the Electro Gun code.
It fires Electricity in a wide burst, I want a single beam.
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Postby Dae » Sun Oct 30, 05 5:37 pm

Like DX's plasma gun? :o

Use
Code: Select all
<s> and </s>
tags to show which questions are left.

~Snakey~ wrote:I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.
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This is just an example, but should work.
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Postby Snakey » Sun Oct 30, 05 5:38 pm

Lets change clothes, ey?
Thanks Dae! 2 Down, 9 to go
Make that 10, I wanna know-

I'm trying to make a Magic Goggle pickup, when you use it, it gives you teh funky vision, plus it makes you invisible (By making all the players multiskins PinkMask, except for one, in which it is given the Goggle Tex). I tried doing this, but failed.

Any ideas for Drug Effects?
I have so many ideas for drug names but I don't know what to make the drugs do : (
I've got about 10 new drugs so far.

Also, I finally finished those Zyme vial thingys (I calls them "Hybrid") they activate augs, but I want them to either kill the augmentation currently occupying the slot that the Hybrid takes up, or move the aug that the Hybrid causes to another spot.
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Postby clyzm » Sun Oct 30, 05 5:47 pm

My friend experimented with ecstasy in Deus Ex, it changes the hue and music to only the client user :)
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Postby Snakey » Sun Oct 30, 05 5:51 pm

~[A]tomsk~ wrote:My friend experimented with ecstasy in Deus Ex, it changes the hue and music to only the client user :)


It changes the hue of all the lighting? Cool!
I wanna know how to do that
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Postby clyzm » Sun Oct 30, 05 5:53 pm

I didn't take the code, but I think you can change the hue, like set light hue 100 or whatever, some kind of command to only make that for the user, not the non-users.
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Postby Snakey » Sun Oct 30, 05 7:50 pm

Dae, does your code give the player weapons or spawn them in front of the player?
And how do I make multiple objects being spawned, just use the same command you used for the Nano Sword Except repeated?
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Postby Snakey » Sun Oct 30, 05 7:59 pm

The following error - "Unrecognised type 'SpawnObject'"
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Postby Alex » Sun Oct 30, 05 8:28 pm

Go to line 19
Find
local SpawnObject inventory;

Replace with
local Inventory SpawnObject;
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Postby Snakey » Sun Oct 30, 05 9:47 pm

Got it to compile
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Postby Snakey » Fri Nov 11, 05 9:02 pm

Still, very few of my questions have been answered. Godammit I knew this would happen :[
And as soon as I made a topic with "Things I want to know" in it, everyone seems to have copied me..
..
And I'm still no closer to knowing these things! ¬_¬
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Postby Dae » Fri Nov 11, 05 9:11 pm

A gun that fires a rocket which, when it hits a surface, explodes releasing gas that, if it hits a player, the player has a specified amount of time before dying (say, 1 minute) unless they find a certain pickup in this time.

There's such gun in Cassandra project, but it fires grenades with tear gas. It should not hard to "convert" grenades into rockets. :)
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Postby Snakey » Fri Nov 11, 05 9:56 pm

I cannot be bothered to look, link please?
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Postby Dae » Sat Nov 12, 05 2:58 pm

~Snakey~ wrote:I cannot be bothered to look, link please?

I recommend you to play this mod. I like it a lot.
http://www.deusex-machina.com/cassandra-project/
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Postby Bob » Sat Nov 12, 05 3:21 pm

Shame it spontaneously combusted in on itself due to its high goals.
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Postby Snakey » Sat Nov 12, 05 5:21 pm

~[A]Daedalus~ wrote:
~Snakey~ wrote:I cannot be bothered to look, link please?

I recommend you to play this mod. I like it a lot.
http://www.deusex-machina.com/cassandra-project/


Can't find a download link on the site
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Postby Dae » Sat Nov 12, 05 5:27 pm

~Snakey~ wrote:
~[A]Daedalus~ wrote:
~Snakey~ wrote:I cannot be bothered to look, link please?

I recommend you to play this mod. I like it a lot.
http://www.deusex-machina.com/cassandra-project/


Can't find a download link on the site

http://www.deusex-machina.com/cassandra ... /comms.asp
Mirror 1,2,3,4 - take 3-d
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Postby Snakey » Sat Sep 02, 06 6:08 pm

Decided to revive the mod for a map I'm currently making and I never did get any of these problems solved, could anyone provide any further help? It'd mean alot.
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Postby Dae » Sat Sep 02, 06 6:37 pm

Snakey wrote:Decided to revive the mod for a map I'm currently making and I never did get any of these problems solved, could anyone provide any further help? It'd mean alot.

Sure, but please re-list all of them accordingly to what is solved.
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Postby Allan » Sat Sep 02, 06 7:00 pm

Unless you don't plan to use the electro-gun code in MP mode, you'll be finding that the electricity emitter doesn't show up, due to basket-case issues with the replication.

However, to make the beam go straight --
Code: Select all
function PostBeginPlay()
{
   Super.PostBeginPlay();

   zapTimer = 0;
   emitter = Spawn(class'ElectricityEmitter', Self);
   if (emitter != None)
   {
      emitter.bFlicker = False;
      /*this line below is the bit you want to change*/
      emitter.randomAngle = 1024;
            emitter.damageAmount = HitDamage;
      emitter.TurnOff();
      emitter.Instigator = Pawn(Owner);
   // don't let NPC geps lock on to targets
   if ((Owner != None) && !Owner.IsA('DeusExPlayer'))
      bCanTrack = False;
   }
}
That bit, when played around with, will make the beam fire in a straighter/crazier angle, depending on what you set it to. (Lower number=better accuracy)

However, if you want it to work in MP, you'll need to borrow some of the Hejuka Path(Spelling...?) code, which I can put up here too =)
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Re: Things I want to know.

Postby Snakey » Sun Sep 03, 06 4:50 pm

-List Revised-

A weapon which fires a projectile which, when it hits a player, halves their drawscale and also their health, but if their health is an odd number, it kills them. I want the drawscale effect to wear off when the player dies.

I made an electro dagger, I want the projectile to emit electricity

I want to make an electro gun that focuses the electricity emitter into a single beam.

I want to make a special multitool that, when you aim it at a mover from a certain distance, it opens the mover. I also want the Multitool rays to appear as you do this.

A grenade that summons the effects of all 3 grenades (EMP, Gas and LAM) with the EMP blast having the biggest radius, the gas epxlosion having half the radius of this, and the LAM explosion having the smallest radius.

I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.

I made a pickup that adds augs in multiplayer when you use it, I want it to kill the aug that takes up the specified aug slot that the pickup recquires as you use it.

I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)

How to make my MagicGoggles Pickup make the player invisible and give the player strange vision (Like Matrix Vodka)

However, if you want it to work in MP, you'll need to borrow some of the Hejuka Path(Spelling...?) code, which I can put up here too =)


I'd like that Allan, thanks for the code : )
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Postby Andrievskaya Veronika » Sun Sep 03, 06 5:17 pm

I also have a problem with a weapon I made, I made a custom skin for it, but in pickupview the skin doesn't fit properly. How do I make the skin fit? (I assume it has something to do with flags)


Extract model from DeusExItems.U and compile it into your package with new skins
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Postby Dae » Sun Sep 03, 06 7:02 pm

Let's go from easiest to hardest:
Snakey wrote:I want to make a Stealth kit pickup, which when you use it, it gives you certain augs and weapons, also changing your skin.


Code: Select all
//=============================================================================
// StealthPickup.
//=============================================================================
class StealthPickup extends DeusExPickup;

state Activated
{
   local DeusExWeapon DXW;
   function Activate()
   {
      // YEY!
   }
   function BeginState()
   {
      local DeusExPlayer Player;
      
      Super.BeginState();

      Player = DeusExPlayer(Owner);
      if (Player != None)
      {
         // Let's make him look like Alex Jacobson.
         // You can set multiskins from [0] to [7], also you can set mesh and other stuff:
         // just hit "display" in default properties of NPC in UnrealEd and you will understand.
         Player.MultiSkins[1]=Texture'AlexJacobsonTex2';
         Player.MultiSkins[2]=Texture'AlexJacobsonTex1';
         // Let's give him cloak and healing aug (easy!):
         Player.AugmentationSystem.GivePlayerAugmentation(class'AugCloak');
         Player.AugmentationSystem.GivePlayerAugmentation(class'AugHealing');
         // Let's give him some weapons (crossbow and knife).
         DXW=Spawn(class'DeusEx.WeaponMiniCrossbow'); // <-- this spawns it somewhere
         DXW.Frob(Player, None); // <-- this forces player "grab" spawned thing, no matter where it is
         DXW=Spawn(class'DeusEx.WeaponCombatKnife');
         DXW.Frob(Player, None);
      }
      UseOnce();
   }
Begin:
}

defaultproperties
{
    maxCopies=1
    bCanHaveMultipleCopies=False
    bActivatable=True
    ItemName="Stealth pickup"
    ItemArticle="a"
    PlayerViewOffset=(X=30.00,Y=0.00,Z=-12.00),
    PlayerViewMesh=LodMesh'DeusExItems.AdaptiveArmor'
    PickupViewMesh=LodMesh'DeusExItems.AdaptiveArmor'
    ThirdPersonMesh=LodMesh'DeusExItems.AdaptiveArmor'
    Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
    largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
    largeIconWidth=35
    largeIconHeight=49
    Description="Stealth pickup does picking at agents that pick it up (add some random crap if you intend to use it in singlePlayer)."
    beltDescription="Stealth pickup"
    Mesh=LodMesh'DeusExItems.AdaptiveArmor'
    CollisionRadius=11.50
    CollisionHeight=13.81
    Mass=30.00
    Buoyancy=20.00
}

Should work, but haven't tested.
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Postby Allan » Sun Sep 03, 06 7:57 pm

Ok, That electro-gun beam thing:

This goes into the gun's code-

(I take 0% credit for this code, it was borrowed from TNAG's original version, and modified as needs-be. Credit Hejhujka & Luminous Path, even though this was made by them over 4 years ago =P)

Code: Select all
function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
    local int i;
    local DeusExPlayer PlayerOwner;
   
if (Other==None)
{
  HitNormal = -X;
  HitLocation = Owner.Location + X*10000.0;
 }
PlayerOwner = DeusExPlayer(Owner);
 if (PlayerOwner !=None)
 PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650));
 SpawnEffect(HitLocation, Owner.Location);

  if ( (Other !=self) && (Other !=Owner) && (Other !=None) )
{
if ( Role == ROLE_Authority )
 Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, Vect(0,0,0), 'Shocked');
// Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, Vect(0,0,0), 'EMP'); This is optional, makes the player take damage to their EMP too.
}
}

function SpawnEffect(vector HitLocation, vector SmokeLocation)
{
   local Tazerbeam Smoke,Shock;
   local Vector DVector;
   local int NumPoints;
   local rotator SmokeRotation;
   local Vector NewRot;

  DVector = HitLocation - SmokeLocation;
  NumPoints = VSize(DVector)/10.0;
   if ( NumPoints < 1)
       return;
 SmokeRotation = rotator(DVector);
 SmokeRotation.roll = Rand(6553595);
 
 Smoke = Spawn(class'TazerBeam',,,SmokeLocation,SmokeRotation);
 Smoke.MoveAmount = DVector/NumPoints;
 Smoke.NumPuffs = NumPoints - 1;
}


And this goes in a new class, made from Effects-

Code: Select all
class TazerBeam extends Effects;

var vector MoveAmount;
var int NumPuffs;

replication
{
   // Things the server should send to the client.
   unreliable if( Role==ROLE_Authority )
      MoveAmount, NumPuffs;
}

simulated function Tick( float DeltaTime )
{
   if ( Level.NetMode  != NM_DedicatedServer )
   {
      ScaleGlow = (Lifespan/Default.Lifespan) * 1.0;
      AmbientGlow = ScaleGlow * 210;
   }
}

simulated function PostBeginPlay()
{
      SetTimer(0.001, false);
}

simulated function Timer()
{
   local TazerBeam r;
   
   if (NumPuffs>0)
   {
      r = Spawn(class'Tazerbeam',,,Location+MoveAmount);
      r.RemoteRole = ROLE_None;
      r.NumPuffs = NumPuffs -1;
      r.MoveAmount = MoveAmount;
   }
}

defaultproperties
{
     Physics=PHYS_Rotating
     LifeSpan=2.000000
     DrawType=DT_Mesh
     Style=STY_Translucent
     Mesh=LodMesh'DeusExItems.LaserBeam'
     DrawScale=1.000000
     bUnlit=True
     bParticles=True
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     LightType=LT_Steady
     LightBrightness=255
     LightHue=128
     LightRadius=2
     bBounce=True
     bFixedRotationDir=True
     RotationRate=(Roll=2000000000)
     DesiredRotation=(Roll=20000)
     MultiSkins(0)=FireTexture'Effects.Electricity.WEPN_NESword_SFX'
}
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