Sandcrawler Network

Unreal Modder's Haven => Unreal Engine 2 General Modding Chat => Projects => Topic started by: arramus on March 16, 2007, 01:12:49 AM

Title: Sandcrawler Mod Updates, Suggestions and Additions
Post by: arramus on March 16, 2007, 01:12:49 AM
Hey all,

We're putting together a Sandcrawler mod with new players, weapons tweaks, AI tweaks, new MP/SP maps and anything else that comes about.

If you would like to make any additions or workable suggestions then fire away.
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Post by: arramus on March 16, 2007, 01:14:02 AM
A few vids of what's being tested so far.

New Players for MP
http://www.youtube.com/watch?v=Qz1TfG6efV4 (http://www.youtube.com/watch?v=Qz1TfG6efV4)

AI Accuracy
http://www.youtube.com/watch?v=pOjxxC6AP_E (http://www.youtube.com/watch?v=pOjxxC6AP_E)

Weapons Tweaks
http://www.youtube.com/watch?v=0f11pFe2RUs (http://www.youtube.com/watch?v=0f11pFe2RUs)
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Post by: {MotR}Weapon on March 16, 2007, 02:07:44 PM
That looks awesome, especially the extra skins
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Post by: arramus on March 16, 2007, 10:10:34 PM
Hey {MotR}Weapon,

You're very welcome to test out the mod with me anytime. I have a server up just for that and we can transfer files you need over Xfire.
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Post by: Sandcrawler on March 17, 2007, 12:24:47 AM
Here is the mod page.

http://sandcrawler.net/rcmod/sandoverview.html (http://sandcrawler.net/rcmod/sandoverview.html)
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Post by: arramus on March 17, 2007, 12:42:28 AM
It's looking good Sandcrawler. Very organised and easy to coordinate.

Thanks.
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Post by: Squad_Sammaron on March 17, 2007, 04:32:48 PM
Quoteand a new Animations Package
from your sticky arramus. i have tried to tell you!! i've looked forever and custom animations or even packages don't seem to be happening. if you can clear me up on how you plan on doin this, that'd be swell. o btw, that clone on the emblem of this site in red armor would be purty sweet if you ask me :D
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Post by: arramus on March 17, 2007, 04:43:13 PM
The new animations package (SandAnim1.0) is already added and simply links the mesh I opted to use with the new Dark Trooper texture. It works just fine and benefits people who download the mod as they don't have to replace any existing packages. It's simply a case of convenience and apart from the new mesh/texture linkup everything remains default.
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Post by: Squad_Sammaron on March 18, 2007, 09:57:38 AM
O.o howd you make a new anim package for UE?! i've tried and tried, but cant find a way! plssssssss tell me how you made it!!! (did you change anim props and then save it as a new name?
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Post by: {MotR}Weapon on March 18, 2007, 09:09:35 PM
Quote from: "arramus"Hey {MotR}Weapon,

You're very welcome to test out the mod with me anytime. I have a server up just for that and we can transfer files you need over Xfire.

I'd love that. :D

I'll be able to go back to gaming after I get a job, which should be soon (before that I have to get Jury Duty out of the way *grumbles* >.> )
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Post by: arramus on March 22, 2007, 08:33:20 PM
Changed the Shield colours a bit to give the DarkTrooper a deeper tone and the Rep something more angelic :

(//http://static.filefront.com/images/personal/a/arramus/49990/jyhjqpqdoy.jpg)
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Post by: Darktrooper on March 22, 2007, 09:58:47 PM
Okay, count me in on this one. I'll help with the mapping, but I'll need to either send you the maps to place the new characters in or learn how to do it myself. What kinda time frame are you looking at? I'll get with A on xfire and get the details there.
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Post by: arramus on March 22, 2007, 10:00:29 PM
The new characters will replace the existing characters so np on the mapping side of things. Oncethe maps loads up with the new Properties, anim package and skins they take over.
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Post by: arramus on March 23, 2007, 01:50:01 AM
Switching Projectiles for DC-17 and APC

(//http://static.filefront.com/images/personal/a/arramus/49990/upqbrfqxtj.jpg)

(//http://static.filefront.com/images/personal/a/arramus/49990/ftrswzrmwi.jpg)
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Post by: Squad_Sammaron on March 23, 2007, 05:31:40 PM
hey, i didn't know you're askin for help. i can do sms, and mod folks, but that about covers it.

Hey, also, why not just mod the the chars for that level only? it would be hard to start the game as a dark troop only for that lv.... could you change lev properties or something? i dunno, just a thought
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Post by: arramus on March 24, 2007, 09:48:32 AM
Convert Trenches to an SP map with AI constantly spawning at one end. It'd make for a great sniper training map.
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Post by: arramus on March 24, 2007, 09:49:00 AM
Here's a short Youtube vid of the AA gun with a difference.

Grenade Launcher
It has 6 grenades as projectiles and the impact is that of a grenade as well. The Damage has been reduced from 400 to 80. You need all 6 to kill with shields at full. It makes for a good long range stun weapon or a close stun switch weps and spray weapon.

We'll see how it fares in the servers. It can always be upped or downed as needed.

http://www.youtube.com/watch?v=QlHfk9rwhAE (http://www.youtube.com/watch?v=QlHfk9rwhAE)
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Post by: arramus on March 24, 2007, 07:05:10 PM
Testing the new APC projectile. It's like a fireworks display in there.
(//http://static.filefront.com/images/personal/a/arramus/49990/moamxqguuw.jpg)
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Post by: Squad_Sammaron on March 25, 2007, 10:20:36 AM
hey, you know what you said about linkin diff meshes to anims? could i import First Person meshes and hook 'em up to some of the anims already made for attacks, like shooting? so it'd be a new mesh and skins, but diff anim? is taht possible?
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Post by: Sandcrawler on March 25, 2007, 01:43:46 PM
Can we pull commands out of the code? Maily the throweapon command, but if we can we should just pull are commands out there can make MP unfair.
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Post by: {MotR}Weapon on March 25, 2007, 04:34:48 PM
Hmm, they kinda look like bowcaster bolts. Do the fire fast like the regular APC? I mean, is it basicially the same thing other than projectile appearances? :)
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Post by: {MotR}Weapon on March 25, 2007, 04:37:14 PM
Oh and I like the AA modification. One piece of constructive critism I'd like to add to that is that it would be PERFECT if you had modded it to create a lot of smoke and dust upon projectile impact (like the normal AA does). It makes for more strategic use, kinda like a smoke grenade mortar. :D
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Post by: arramus on March 25, 2007, 05:43:36 PM
Interesting idea. I'll see if there's a projectile with smoke properties.
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Post by: {MotR}Weapon on March 26, 2007, 12:24:47 AM
Hm, well I would think the normal AA rounds had smoke properties, because they make a small cloud of smoke upon impact a lot of times (at least for me, and on Garden especially when I try to snipe >.<) :?
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Post by: Sandcrawler on March 26, 2007, 01:20:00 PM
hmm I li how it is right now, it wouldn't be much of a grenade launcher if it made a ton of smoke like the AA, thow what if we match the dmg of the rgenade, and the AA shots.

Also with the conc, can we give it a shorter range so the shot blows earlyer. so it can't be used to kill people across the map.

With the shotgun can we lower the damage so a direct hit only takes out the shield or the health.

Maybe with ACP make it last longer, but deal little to no damage, be more of a distraction then a real weapon...more like EMP's.

Haven't though of anything for the others yet.
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Post by: Darktrooper on March 26, 2007, 07:10:08 PM
How about increasing the Bowcasters rof 5x and damage by 2. I like the weapon but it's just to slow on the recharge.
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Post by: Squad_Sammaron on March 27, 2007, 01:06:39 PM
erm...

Quotehey, you know what you said about linkin diff meshes to anims? could i import First Person meshes and hook 'em up to some of the anims already made for attacks, like shooting? so it'd be a new mesh and skins, but diff anim? is taht possible?
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Post by: CLONECOMMANDER501 on March 27, 2007, 04:11:28 PM
I feel like screaming battledroids for some odd reason....
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Post by: arramus on March 28, 2007, 04:44:31 AM
If anyone wants to take a crack with other models that'd be great. I've tried a few things with them and a fresh pair of hands never hurts.
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Post by: Sandcrawler on March 28, 2007, 09:21:09 AM
I got another idea. Can we make duplicates of thwe weapons so we cna have diffrent settings.

I started thinking this after I read about the 1-shot kill anywhere sniper rifle. That doesn't sound like any DC to me, but it does make me with of the disruption rifle back from Jedi Academy. we could use the same skin, change the name, the zone thing to the bowcaster one, and have the shot carge, and turn the shot to a pink-red charge.

The disruptor rifle kills one shot fully charged anywheres, and headshots are still a kill no matter.

This way we could limit that to large maps, and still have a headshot only rifle. because I think if we make it one hit kill anywhere it will become a nub weapon, when I was playing alot, I could blindhit people across the map, so if it was one hit kill then I would have got alot of kills.
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Post by: arramus on March 28, 2007, 10:54:21 AM
If we can copy the original script into a new actor under the hierarchical parent and successfully save it then that would be a cool idea.
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Post by: Squad_Sammaron on March 28, 2007, 01:24:17 PM
QuoteIf we can copy the original script into a new actor under the hierarchical parent and successfully save it then that would be a cool idea.
many of the weps dont have scripts. if they do, theres tuts all over the internet to find out how.
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Post by: arramus on March 28, 2007, 08:01:59 PM
Quote from: "Sandcrawler"I got another idea. Can we make duplicates of thwe weapons so we cna have diffrent settings.

I started thinking this after I read about the 1-shot kill anywhere sniper rifle. That doesn't sound like any DC to me, but it does make me with of the disruption rifle back from Jedi Academy. we could use the same skin, change the name, the zone thing to the bowcaster one, and have the shot carge, and turn the shot to a pink-red charge.

The disruptor rifle kills one shot fully charged anywheres, and headshots are still a kill no matter.

This way we could limit that to large maps, and still have a headshot only rifle. because I think if we make it one hit kill anywhere it will become a nub weapon, when I was playing alot, I could blindhit people across the map, so if it was one hit kill then I would have got alot of kills.

Duplicates appear to be fine using the script from an existing weapon. It can either be a separate entity in its own right or you can link certain aspects into the duplicate.

(//http://static.filefront.com/images/personal/a/arramus/49990/vjgkqthdry.jpg)

One I tested had unique pickup collisions and starting ammo but they can share the same ammo pickups.

http://www.youtube.com/watch?v=L3Vj0p1ZDkw (http://www.youtube.com/watch?v=L3Vj0p1ZDkw)
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Post by: CJKID14 on November 16, 2007, 04:27:16 PM
i have a question. is it possible to add co-op to this mod or is it already in there?
im just wondering
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Post by: Sandcrawler on November 21, 2007, 12:40:04 AM
Nah...the AI system becomes buggy and stupid in multiplayer. Lots of crashes, and thats just the start of the problums.
Title: Re: Sandcrawler Mod Updates, Suggestions and Additions
Post by: Judge on February 04, 2009, 01:21:39 PM
I know that this topic is inactive for ages, but I just would tell you that your job is amazing.

I don't know if you're still modding but I'm so impressed by your job.
Title: Re: Sandcrawler Mod Updates, Suggestions and Additions
Post by: NiGhT on February 18, 2009, 06:08:50 PM
Same  :D