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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. (was about to post this community dev section, but feels like it's more useful and proper in here) This might be a bit late, but has anyone ever use JSon for saving game values? I noticed that the dev still has problem with saving skirmish game settings. Maybe if config settings refuse to work, you can use this instead. And if not, this can still be worth looking out suppose there's a feature that needs game saving, like K/D, building destruction records, tutorial, single player campaign mod and whatnot https://udn.epicgames.com/Three/Develop ... tates.html Last time I ever tampered with JSon was when I was playing around with SonicGDK, a Sonic fangame based on UDK. The save system is actually less complicated than I imagined
  2. Awesome work, Ska. How do you plan to make the interior? Suppose if you're outta ideas, you can try making basement
  3. LCGs are used more on Armors and Airs afaik. But they basically kill anything
  4. I'm sorry but the changelog says : If you took it the wrong way, Soft Boundaries mean just that. You ain't restricted but if you go too far you die. At least that's how I translated it
  5. This has been a really ancient thing since God knows how long. Thought you'd have that figured out by now.
  6. Huh depends. What time is the PUG again from now (Don't say it in CET time and whatnot. just say 6, 7 or 8 hours from now. Much easier to calculate)
  7. i know the apples, but camels? what camels? On topic, I think aside from map problems, the fault also lies in the near-undecipherable black magic that is UDK vehicle physics
  8. Hmm, just to be clear Ruud, what if we check out that 'Hidden Game' Boolean variable in the Rendering category? Shouldn't it hide the mesh as well?
  9. The building mesh is kinda... restricting for placement. Basically it demands the mapper to place it on a very flat ground at an exact height. A little too high, the building looks floating. A little too low, the building's floor clips with the ground. What I'm asking is simply add some 'foundation' on the building's bottom part, an extrusion to the bottom edges of the building's exterior mesh roughly 128 or 256 high. Just enough to give room for terrain elevations around the building and so a little height error can still be visually tolerated
  10. Please tell me that I can use the Destroy kismet node on the Purchase Terminal class. But yeah, I get what you mean, it's gonna be refill-fest whenever you try to defend the base About creds, it was in discussions. Some say it's just nice enough, but yeah, it's too easy to get money even with one base silo
  11. You should import the whole script. At the moment of writing, it seems that just kismetting the building out is not possible due to the setup being inside a class inside the Internal class which is inside the placeable actor. Long story short, too much classception, derivating classesand rescripting a particular set of functions seem to be much simpler offtopic : I believe UScript is more similar to Java than it is to C#
  12. Figured that one out already viewtopic.php?f=136&t=75458
  13. The blue tiberium rifle was sorta my idea. Peeps were considering the Tib Auto Rifle for some variance which is sorta awkward if they're able to blow tanks up. And I was like, "Okay, let's make it a blue tiberium, cuz Mesa 2 has it and in Tib Sun you can ignite it to a massive destructive fireworks". And suddenly it just managed to take off
  14. This is one of the times I wish Epic was generous enough to supply UDKers with WAR-Downtown meshes, at least some of it. Well, at least there's the Asphalt stuff and sidewalks but that's it In case you don't know what I was talking about Also, if you ever need textures, http://www.textures.com/ provides a lot of free to use textures (was CGTextures) Just sign up and take your share of 15 imagess per day
  15. Tom Sawyer is a character in Mark Twain's book right? I forgot
  16. Will look on it when I got the time/motivation, thank you for the heads up But... er, references... what happened to it? Did I forget to add a file or did something change that made it stop working? I think I'll need to update my sdk soon....
  17. All I'm going to say is... ....what...
  18. in that sense you're saying Westwood is always disappointing...
  19. To note : The exterior mesh possesses the collision of the interior as well, you might be able to get around it using collide complex, which might or might not decrease performance (the complex collision of the buildings already sort-of broke the rule already anyways)
  20. Haaaa nice to know you still remember me. I wanna try these custom maps one of these days with some more people. Hopefully it's not as laggy as when it was first released
  21. You can create MIC from the procedural sky sphere material used on default template. Just adjust those sliders and colors and you *might* get the material you want
  22. You don't say? If you're serious about it though, that's how all FPS games work. Aiming for the head is the most effective way to kill something, be it man, zombie, or whatever. I'm pretty comfy with the damage personally. It's those one-hit kills that makes me cringe instead of a lengthy firefight. Besides, it doesn't last that long if you aim correctly. Sadly if you're not good at aiming with a gun, those splashy explosives are not that great at killing people.
  23. TBH this is already one of the ideas that has crossed our mind. Some people thinks ramjet is Renegade-iconic tho. I for one, support this.
  24. There's an option in mesh actors to turn off Path Colliding in the Actor Properties. This is how Coastal Nod gates are done. The InterpActor simply doesn't affect the pathing so the Pathnodes outside and inside the wall can connect to each others I suggest you look into it
  25. You should use XBox Controller on UT3 iirc no? well, let's just try the 'DebugCreatePlayer 1' console command
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