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Coding Progress (Classes, Radars and Levies)

Submitted by Kezza on

I decided to try and use the invasion radar as a possible base for the team radar feature. The long and short of this is a nice easy way to implement it till we want lots of new features from the GUI or things other than blue dots on the radar.

Anyway, the invasion radar seemed to work well for 8 bots on souri's city map, until i had this classic Aliens moment...
[img]http://kez.dontknowdontcare.com/misc/temp/Radar1.jpg[/img]

It turns out that because i had created a new gametype, the previous Deathmatch rule that bots wouldn't use vehicles was no longer in place. This means that there were quite a few levis spawning over there and being driven by the blue team...
[img]http://kez.dontknowdontcare.com/misc/temp/Radar2.jpg[/img]

I had some fun after that [:D]
[img]http://kez.dontknowdontcare.com/misc/temp/Radar3.jpg[/img]

Anyway, i'm still very new to unrealscript but i think i'm beginning to grasp the basics of making new gametypes (I still have to figure out how to change the console's default gametype from deathmatch though).

Submitted by Kezza on Sun, 20/03/05 - 11:39 AMPermalink

I've merged the work from yesterday and a code template for player classes called "regularengine" and turned it into a standard gametype... so now the normal ut2004 menu supports it
If anyone want's to try it out: http://kez.dontknowdontcare.com/misc/temp/Sumea.rar

You just dump that in your ut2k4 directory... either start the mod using the -mod=Sumea command line switch or in the community tab from the menu. The new gametype *should* appear in the gametypes menu.
-The gameplay is self explanitory except you change class by right clicking when you're dead.
-I rewrote the radar, it's now more useful because it shows what team each object is.

Submitted by Kezza on Sat, 26/03/05 - 11:51 PMPermalink

I've now implemented class based strafe speed limiting and a 3rd person camera for the covert class (when using melee weapons).
Latest version is now on the repository... remember to rebuild your copy of the mod after you download it.

There are a few problems with this
- when not using a melee weapon, it's not possible to view the covert class in behindview while they're walking/running/falling/standing
- the viewing direction still dictates the vertical aiming of the player in 3rd person, i'm not sure what's causing this... but i may have to implement a different kind of 3rd person camera system to avoid it.
- players can still change class after respawning by opening the class chooser and then (double?) clicking on anything but class chooser gui. The Simple fix for this will be that the menu will close on respawn, assuming they hit cancel.

Submitted by mcdrewski on Sun, 27/03/05 - 9:05 AMPermalink

I had issues last time I was trying to build due to ucc make being unable to build OnslaughtBP, but I was thinking I'd do a UT2004 reinstall before I dug too deep. [:P] Kez, off the top of your head, do we need any of the UT2k4 source packages to build the mod?

Submitted by Kezza on Sun, 27/03/05 - 10:05 AMPermalink

Sorry, my bad...
Because Sumea.ini was built on my machine it's adding everything in the editpackages list from my Ut2004systemUt2004.ini file, these extra packages are unrelated.
I'll upload a fixed ini set now, and some changes to the batch files

Edit: fixed, the problem was also that my UnrealScript editor was editing Sumea.ini. I changed the script so that Sumea.ini is automatically deleted before a build (it gets remade from default.ini), and removed it from the repository (because in practice it's a build output).

Posted by Kezza on

I decided to try and use the invasion radar as a possible base for the team radar feature. The long and short of this is a nice easy way to implement it till we want lots of new features from the GUI or things other than blue dots on the radar.

Anyway, the invasion radar seemed to work well for 8 bots on souri's city map, until i had this classic Aliens moment...
[img]http://kez.dontknowdontcare.com/misc/temp/Radar1.jpg[/img]

It turns out that because i had created a new gametype, the previous Deathmatch rule that bots wouldn't use vehicles was no longer in place. This means that there were quite a few levis spawning over there and being driven by the blue team...
[img]http://kez.dontknowdontcare.com/misc/temp/Radar2.jpg[/img]

I had some fun after that [:D]
[img]http://kez.dontknowdontcare.com/misc/temp/Radar3.jpg[/img]

Anyway, i'm still very new to unrealscript but i think i'm beginning to grasp the basics of making new gametypes (I still have to figure out how to change the console's default gametype from deathmatch though).


Submitted by Kezza on Sun, 20/03/05 - 11:39 AMPermalink

I've merged the work from yesterday and a code template for player classes called "regularengine" and turned it into a standard gametype... so now the normal ut2004 menu supports it
If anyone want's to try it out: http://kez.dontknowdontcare.com/misc/temp/Sumea.rar

You just dump that in your ut2k4 directory... either start the mod using the -mod=Sumea command line switch or in the community tab from the menu. The new gametype *should* appear in the gametypes menu.
-The gameplay is self explanitory except you change class by right clicking when you're dead.
-I rewrote the radar, it's now more useful because it shows what team each object is.

Submitted by Kezza on Sat, 26/03/05 - 11:51 PMPermalink

I've now implemented class based strafe speed limiting and a 3rd person camera for the covert class (when using melee weapons).
Latest version is now on the repository... remember to rebuild your copy of the mod after you download it.

There are a few problems with this
- when not using a melee weapon, it's not possible to view the covert class in behindview while they're walking/running/falling/standing
- the viewing direction still dictates the vertical aiming of the player in 3rd person, i'm not sure what's causing this... but i may have to implement a different kind of 3rd person camera system to avoid it.
- players can still change class after respawning by opening the class chooser and then (double?) clicking on anything but class chooser gui. The Simple fix for this will be that the menu will close on respawn, assuming they hit cancel.

Submitted by mcdrewski on Sun, 27/03/05 - 9:05 AMPermalink

I had issues last time I was trying to build due to ucc make being unable to build OnslaughtBP, but I was thinking I'd do a UT2004 reinstall before I dug too deep. [:P] Kez, off the top of your head, do we need any of the UT2k4 source packages to build the mod?

Submitted by Kezza on Sun, 27/03/05 - 10:05 AMPermalink

Sorry, my bad...
Because Sumea.ini was built on my machine it's adding everything in the editpackages list from my Ut2004systemUt2004.ini file, these extra packages are unrelated.
I'll upload a fixed ini set now, and some changes to the batch files

Edit: fixed, the problem was also that my UnrealScript editor was editing Sumea.ini. I changed the script so that Sumea.ini is automatically deleted before a build (it gets remade from default.ini), and removed it from the repository (because in practice it's a build output).