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Messages - kram

#16
If you still look at this, i thought you want to know that i actually know quite a bit about SP mapping and the trigger system.  I have made rappelling, ai scripts, cut-scenes like in the game (only not as big), gunship and other vehicle and character animating, and a bunch of other stuff.

If you, or anyone else wanted i could do a very quick explanation or you could just ask questions, because this game (including mapping/editing) is pretty much dead, so i wouldnt want to spend too much time on it.

#17
Properties Editing / Re: Mutators
February 04, 2012, 03:13:04 PM
Thanks. Did you try my rocket? I uploaded it on the last page.
#18
Properties Editing / Re: Mutators
February 04, 2012, 09:04:05 AM
Couldnt you just backup the original file, make a new mutator in that original file. Then, rename the backup as the original and rename your modded one as something else?
#19
Properties Editing / Re: Mutators
February 01, 2012, 01:57:47 PM
Here it is. A terrible, but working, self guided missile.

Just backup and replace "Star Wars Republic Commando\GameData\Properties\Properties.u" and "Star Wars Republic Commando\GameData\System.CTInventory.u" with these files. I am not sure whether it works in multiplayer.
#20
Properties Editing / Re: Mutators
February 01, 2012, 09:19:42 AM
Umm, just to make sure, you aren't pressing "Compile All" by any chance. If not, i dont know why it doesnt work. Have you tried putting no new code, or just comments in?

I have actually started  writing a little tutorial of how to set everything up and make this rocket, although now i am having problems. Crashing isnt a problem for me. My problem is that about 50% of the time it wont compile at all. A little window will pop up saying "Compiling Changed Scripts", then it will just stay there. It seem to do this almost every time if the script is in a new package. This is annoying, but does not inhibit me from scripting.

My other, much more pressing problem is this.
For my rocket, for some reason it only works in singleplayer. And even then, when you fire it, it drops(!) a ways before the rocket "ignites". I think the problem is cause by the weapon shooting "HomingMissile" projectiles instead of RocketLauncherMissile projectiles. This would make sense, because in the properties of HomingMissile, the initial physics is set to Phys_Falling, but RocketLauncherMissile is set to something else. Then, if i set it to Phys_Projectile, it doesnt seek. Maybe i'll try another Phys setting.

Maybe i'll upload the fully compiled files so you(or someone else) can see them and also try figuring why the stupid keeps falling.
#21
Properties Editing / Re: Mutators
January 31, 2012, 09:05:17 PM
I understood what you said before and did something similar to it. It now works quite well, though it still occasionally misses but for a different reason. Which i will fix, then post something showing my creation.
#22
Properties Editing / Re: Mutators
January 30, 2012, 11:50:11 AM
Quote from: Tycon on January 30, 2012, 08:52:31 AM
You could set up some code to make the angle turned every tick proportional  to the distance from the target.

I understand what you say but that is not the problem i am having. I havent figured out a way to make it turn a specific amount towards the target. I can only make it turn a specific fraction towards the target. Maybe what i could do is make that fraction relative to the distance.

Hmm. I read your post again and maybe that was what you are trying to say.
#23
Properties Editing / Re: Mutators
January 28, 2012, 08:03:54 PM
From what i get, not many people actually visit here. If there are any who actually know how to use unrealscript, great, i could use help. Right now, the targeting part works really good. However, the direction changing code is terrible. Pretty much all it does is change the rotation to half of what it needs to be to point directly at the target, every game tick. What i need is something that will simply turn it towards the target a certain amount every tick(or seconds would actually be better). Sounds pretty simple but in practise is proving much harder. So, if there is anyone who has any ideas, i will welcome them.
#24
Properties Editing / Re: Mutators
January 28, 2012, 10:35:07 AM
I might consider showing it once i get it better. Right now it is horrible, but it does auto seek. The missiles usually miss(because of much too simple rotation changing code), and when you fire them they will randomly fall like, 200-500 game units before actually going forward.
#25
Properties Editing / Re: Mutators
January 27, 2012, 06:18:28 PM
Wow! About two minutes after i posted that, i figured it out!

In the HomingMissle code to change the rotation it just change the variable DesiredRotation. I had figured that this did something, but apparently it didn't. So, i changed DesiredRotation = GoalRotation to SetRotation (GoalRotation) and it worked! It seeked the target, although it did instantaneously, but i think i can fix that easily. So now i have self seeking rockets. The ultimate noob weapon. ;D
#26
Properties Editing / Re: Mutators
January 27, 2012, 06:03:51 PM
Actually, I got the targeting part working. I heavily modified what was in that tutorial and actually managed to get it to target a pawn that has to smallest angle from the projectile. I know that part works because i have it output the name, dot product vector and location of the target. Now i have run into a problem. It wont rotate. I took the code from HomingMissle, but it wont work with my targeting code. From what i can tell it the RocketLauncher weapon targets a pawn then passes the pawn variable to the HomingMissile. This i all i do with my code.

Hopefully someone who knows how to script will come across this topic. Until then ill just wait.(and try some more things)  8)
#27
Properties Editing / Mutators
January 25, 2012, 09:33:16 PM
Im not sure whether anyone actually ever come here anymore, but anyways.

So i use to make maps and change properties and such, just for fun. Recently i remembered that some servers for RC have mods that dont require downloading. I became intent on finding how. Since This place seemed to be the most likely candidate for an answer, I came here and found this: http://forums.sandcrawler.net/index.php?topic=1390.0

This, i figured, was how it was done. I followed what VI said and managed to make a mutator the worked well. It changed the default setting of different weapons, so as to un-noobify them.

Then after reading this:http://wiki.beyondunreal.com/Legacy:Fire_And_Forget_Self-Guided_Missile, I wanted to try it. So I took the code there, modified it and added it to the rocket launcher, but it didnt work. I never thought it would though so no big deal.

So my question is: Is there anyone at all who knows how to create new classes with a mutator, or even anyone that knows how to script for RC?