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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. Yeah, I've tested that. It's so OP that it can destroy a PP with just holding left and right click. That's why I originally intended it to not be able to enter the battle. Then again, it has 24 shells of right-click Gun Emplacement and 9 seemingly buffed left-click Rocket Emplacement Also, a screw up on my part. The map turned out to be too big, almost having travel distance of X-Mountain. I don't really know how to fix this...
  2. Actually, no. I was not referring to socket attachment, which... yes, is not for attaching Static or Interp. No, I was referring to the one in Actor Properties, which requires you to select the actor, lock the properties, then search for a variable called 'Base' in Attachment category. It is an actor variable, then select the actor you want it to parent on and insert it into the variable. https://udn.epicgames.com/Three/AttachingActors.html Refer to the 'Base Pointer' section
  3. GDI APC never felt as terrible since Beta 4. Turning them felt so heavy.... Not to mention they can fly everywhere whenever they hit something. It used to be my favorite patrol/camper vehicle
  4. The Dev has been silent lately, save for Kenz. They're probably busy.
  5. No, every time I got the connection, I always join regardless of maps and players
  6. Jep. Totally agree (check out kenz his custom_tut map, he also did it there, near the GDI base) I would not use the rocks as ramps themselves, because collision on the rocks can really fuck things up. (invisible walls etc) Yep, the bigger they are, the more likely you're gonna clip through it or floating on it or both
  7. Frankly there appears to be a language gap around here. Remember that guy who asked for foreign language for RenX? This is probably why people don't respond. They don't understand a single thing we say... In case you missed the topic I'm referring : viewtopic.php?f=13&t=74949
  8. Not today yet Cant you see that the game is not finished and this door-mining system cant work forever? I feel like stucked gramophone record, repeating everything again and again- Now its working just becouse there is good comunity. Do know that I'm not an oldren multiplayer guy, but I do know that mines are essential the moment people screams about it everywhere. Probably because I wanders around the forum and all, but still... I think mines are fine the way it is
  9. Good news for Hovercraft implementation. The hovercraft wasn't able to open up the ramp since it's missing the animset in the defaultproperties section... so I edit into this Begin Object name=SVehicleMesh SkeletalMesh=SkeletalMesh'RX_VH_HoverCraft.Mesh.SK_VH_HoverCraft' AnimTreeTemplate=AnimTree'RX_VH_HoverCraft.Anims.AT_VH_HoverCraft' PhysicsAsset=PhysicsAsset'RX_VH_HoverCraft.Mesh.SK_VH_HoverCraft_Physics' //MorphSets[0]=MorphTargetSet'RX_VH_Humvee.Mesh.MT_VH_Humvee' //HANDE'S EDIT AnimSets.Add(AnimSet'RX_VH_Hovercraft.Anims.AS_VH_Hovercraft') //EDIT ENDS HERE End Object So, to make it compatible with the game, I'll extend the Hovercraft class instead of editing the existing class, as well as making another VehicleFactory actor I'm also thinking of making another AnimTree for the hovercraft. Right now, the hovercraft will INSTANTLY have the ramp open, with no blend-in with the normal closed animation. This can pose a problem. Another problem is that if you transport a really big vehicle like... say a Mammy, the driver would not be able to exit due to the exit place being on top of the platform instead of the sides. And the vehicle won't open up the entrance while the driver is still driving, which causes paradox problem. This can be partly solved by having the mammy move a bit forward though That's why I want to change the animation to change based on the speed of the hovercraft, so while the vehicle is moving, the hatch is closed but while the vehicle is stopped, the hatch will open. A bit risky, tho... Another option is to tweak the exit spot of the thing, which should be more doable and effective
  10. Just don't make them able to enter the base. I'm not kidding when I said a Hovercraft can destroy a building within seconds. I tried it with PP
  11. They have the sound for your point 2 for EVERY buildings, but they never implemented it for some reason. Summoning Dev edit : adding proof
  12. I'm sorry I didn't show up earlier but... ...if the object on Matinee moves at exactly same trajectory, all you need is hard-attach the objects to a parent actor (I forgot which section in the properties) and animate the parent actor's movement. suppose you want to change anything besides the animation in the 'child' actors, you can freely add another group in the matinee for the actor that doesn't involve movement track.
  13. Make a copy of the Skeletal mesh, edit that, select the bone you want the collision to be gone at, then remove the collision (i guess it has per poly collision like the other vehicles) It's a checkbox. No, I just recently browsed, what I need to duplicate and change is the PhysicsAsset of the mesh. The vehicle definitely doesn't use PerPoly Collision because you can clip through the floor on the rear.
  14. Hovercraft boarded vy Vehicle - I would REALLY love to add that, however, Hovercrafts cannot drop vehicles because both entrances were obstructed by barrier, making it impossible to drive on. Even infantries need to use the catwalk to get on the platform due to its' size and can only exit by clipping through the rear rotors. I would need to make another class and code an ability for the vehicle to open the entrance as its' stock animation suggests (jump button would suffice). However, I don't know how to change the vehicle's collision. I will see if I can script it somehow. I can't guarantee if it's network-capable as well edit : I guess for Collision, I'll need to create a duplicate of the hovercraft's default PhysicsAsset. Then I need to make it so when I 'jump', the hatch will open Map overview - Sorry, as I said before, I've only done the GDI base only. If you look at the Obelisk shot, you'll see a large empty space, meaning that it's not built yet. As far as walking goes, I'm thinking of Lakeside or Field distance, more like Lakeside maybe....
  15. Yes, hovercraft will be a special feature but... need to be careful with it, as it stands, while having slow speed, it is very OP. It has the missiles and cannons (the cannons fire at the vehicle's direction, so it's not that OP) of the man-able turrets, and 1200 HP. The weapons destroy buildings in matters of seconds. The hitbox and exit spot (which is the clipping spot on the rear) are quite questionable too. That's one of the reason why I blocked the path to the main base from the hovercraft spawn point. The landing point would also not be straight at the enemy's base, but rather at a spot close enough for infantries to mount assault
  16. As is the case for UT3. my failed headshots kills was particularly because I aimed too high sometimes, making it as normal kills
  17. That's the next debate, should we add at least one AGT at the tank entrance? That would highly boost GDI's chance of survival. Yeah, this map kinda forces GDI to hold out for a few minutes without tank assault Yeah, I'm debating whether I should use PP or use a custom trigger that would destroy the Obis instantly (like rock slides and such. Most likely involving infs on infantry path as they're closer and all). Oh, players don't spawn inside Obi btw, although they can go ahead and rep it or access the PT inside. It's also GDI's optional objective as they'll automatically be destroyed when the base is done
  18. Basically I want to make a map where one team has a lot of advantage forcing the other team to cope with the situation while building up. Of course, they'd have one significant advantage that will turn the table if done right Then I stumble on one of RenX's easter egg, a rideable version of Gold Rush's hovercraft It's close to Beta now. Next build will probably be Beta Premise : GDI has recently found an island controlled by Nod. The GDI builds their base covertly in an attempt to take control, but Nod patrols will surely find them soon enough... The Story : GDI managed to track down a Nod island where a rumor about Kane making his visit was heard. At first, they tried to assault it bluntly, only to fail quite miserably. It was not in vain, however, as a portion of Nod's base were destroyed, rendering its' vital inner defenses weakened. However, the HQ could only provide small team to finish the job, and while the inner defenses were out, the outer layers were still guarded, making it impossible to send their best tanks right to the battlefield. GDI can only use several hovercrafts sent one by one to send their tanks to the Nod's backdoor, hopefully destroying it from the inside Progress : Coastal Epic : Pre Alpha 0.0.1 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Alpha 0.0.2 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Alpha 0.0.3 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Alpha 0.0.4 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Alpha 0.0.5 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.1.0 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.0 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.1 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.2 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.3 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.4 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2.5 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Coastal Small : Beta 0.1.1 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.2 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Beta 0.4 - https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Do not update your map before B0NG mirrors it and runs it on the testing server Complete Progress Collection https://drive.google.com/folderview?id= ... sp=sharing Play the map at your own risk... Screenshots and steps GDI's base are hidden inside a cave, with a channel that leads to the open sea. They have their hovercraft standby behind their base, which cannot go to the open battle... These will constantly spawn within every minute with the maximum of 2. Initially they will be standing by on the base. While strong and heavily armed, these vehicles are VERY slow. The real purpose of these vehicles are to transport infantries around the beach. As you can see, you can control AND board the vehicle without taking up the non-existent passenger space The route consists of several hidden spots, including the cavern checkpoint. I will add spots where Nod can see these crafts so GDI troops will not be so easily transported Tiberium field is really near, so GDI will have no problem maintaining credits as long as they're not pushed back. Some towers are standing ready for protection, so why not just steamrolls the Nod with tanks in a frontal assault? Because of these... the twin obelisk prevents tank assault without costing a lot of credits. so the GDI will need to use the water or... This path, which will take infantries safely outside without the need to worry about Obelisk burning your skin Update 2 Hovercrafts can now pickup tanks via a ramp on Refinery. ...even away to the sea This is the current top-down view. Note that the Nod part is heavily WIP, and it's not going to be all desert-like. Notice that now there are THREE obelisks there. You shall not pass... Update 3 Notes : More access for hotties Adds access to Obelisks for GDI (be careful. the bottom hole can kill even Chem trooper) Adds turrets for coastal defense Added gap on Hovercraft landing zone. Now you can freely steal the hovers or get away from the sea if you accidentally fall off Adds grand scene to fill the space Critics and flames away!
  19. It's alright. Lesser poly, lesser effort to assemble the mapping
  20. Well, my ultra low poly model is unwrapped, I just need to detail the model, project from your textured model and then we got it.
  21. You mean X/Z axis? Unlike Unity, Z means up and down, Y means front and back in Unreal Engine Ideally the Sniper should follow UT2K4 headshot rules : Bone detection. If I'm correct, that's hoe it works on UT3 as well. Z detection is as outdated as UT99
  22. That's just it. Mines will no longer be able to effectively protect buildings and no longer be able to prevent infiltration. It is going to be solely anti-infantry utilities. As I said before APC STEAMROLLS MINES
  23. This kinda makes mining individualistic and useless. It does teach people not to rely too much on mines but... this is just asking to remove mining I'd really rather have a local alarm (radius is like beacon) sounding when Advanced Engineers come in.
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