Thats what I did but as 'Sanch3z' said there is issues - didn't start it via command line but via webadmin (after shutdown and reboot after upload) then changed game type pick a map with Titanteamfix and server adverts mutators.
Thats what I did but as 'Sanch3z' said there is issues - didn't start it via command line but via webadmin (after shutdown and reboot after upload) then changed game type pick a map with Titanteamfix and server adverts mutators.
Thats what I did but as 'Sanch3z' said there is issues - didn't start it via command line but via webadmin (after shutdown and reboot after upload) then changed game type pick a map with Titanteamfix and server adverts mutators.
I haven't used webadmin to change the game type. In fact, webadmin failed at the one thing I did try to use it for, managing my map list. So now I just hand edit my UTGame.ini and command line arguments. I realize you may not be able to tweak your UTGame.ini and command line arguments but I suggest you try.
Do you see the Lighting Gun pickup mesh? How about the Hellbender team skins (they have camouflage paint)?
Does ONS2 work for you in instant action?
When you add new assets, wrap them in one of the `LocalXYZ macros (such as `LocalMaterial, `LocalStaticMesh, etc.)... you'll see what I mean.
got it, awesome work again man. Thanks
I'm looking at ONS2Game.uc and I see all of the weapon replacements. Lets say I want to make an ONS2 Rocket Launcher, I would add AddWeaponReplacement(class'UTWeap_RocketLauncher', `LocalClass(ONS2RocketLauncher));
I also see the lines about ammo replacement but if I just want to use the stock ammo I dont have to do anything?
I was thinking about trying out having reduced damage from the rocket launcher so it doesnt 1 hit kill, currently it is 100 damage, I was thinking of making it 80 or so. Objections?
I'm also thinking about trying to eliminate the avril 1 hit kills on raptors, I know it has to do with damage X rocket momentum.
Also, what are some thoughts on making some weapons do the equal amount of damage to other players and vehicles? Currently most weaopns only do a fraction of the damage to vehicles as they do to foot. that boils down to:
*10 rocket launcher rockets at a modded 80 damage to kill a tank, 3 rockets to kill a manta/raptor/scorp/viper
*17 shock rifle primary hits on tank (too many IMO), 4 to kill manta/raptor/scorp/viper. WOW, stock shock primary damage only does 0.7 damage to vehicles so it is more than 17 hits to kill a tank. That definetly needs adjustment, 12 sounds like a good number.
etc...
I will do some 2k4 comparisons and post back with the results, maybe not today but soon...
thoughts?
Considering how we've added dodge jump and increased the jump force measurably (which I've heard several objections to so far) I think you deserve a kill for a direct rocket hit... dodging rockets is pretty easy sometimes and even seeking rockets are a joke unless you don't see or hear them.
It may be tough to get rid of the variability of momentum ... there may be a bunch of code involved (having to override every weapon, projectile, and damage type is not worth it imo). I do think the variation mainly has to do with momentum but I'd need to step through to see what other factors apply. Variety is the spice of life. You probably do deserve some "extra credit" for high momentum collisions. I typically side with the more realistic physical model. If I were creating the game from scratch, I would never give you any momentum transfer from light-beam weapons... but that would piss off all the shock-whores. I would say flak, stinger, and rockets should have the most momentum transfer.
What really needs to get scaled back is the Hellbender's vehicle damage. I believe I got one-shot killed in a raptor a few times the other day... that ain't right!
Considering how we've added dodge jump and increased the jump force measurably (which I've heard several objections to so far) I think you deserve a kill for a direct rocket hit... What really needs to get scaled back is the Hellbender's vehicle damage. I believe I got one-shot killed in a raptor a few times the other day... that ain't right!
thats cause most of the only people playing UT3 actually like the player movement. I've seen about 50/50 about the jump variables which is about right since half the community prefers movement like UT99, half 2k4 and like 10 people have only played UT3 so they think thats the best movement eva... I agree that 1 shot kills are ok with the "new" jumping abilities, I was just listening to a 2k4 player
that hadnt played anything other than stock UT3.
You must have been getting hit by something else along with the bender. At max charge the beam has 200 damage, the raptor has 300 health. All day on Sat it was taking me 2 hits to kill a raptor.
Your mention of realistic physics seems to coincide with what Epic tried to do with UT3, dont take that as a rip :) To use an overused statement "this is unreal"... There are 99 bazillion realistic shooter games out there and the physics in UT3, by trying to be realistic, made it a dime a dozen game that people passed over for the actual realistic games= COD4, FarCry2... If you look at numerous lists of the top rated multiplayer FPS games ever, 2k4 was very high on those lists, UT99 in the middle, and UT3 at the bottom. I'm not trying to argue or conive you into changing stuff. I'm just considering everything when it comes to what will get people to play this game again. Looking at the sheer number of players 2k4 had, and thats what made me love UT, its hard for me to even consider much from any other UT game worthy.... If you were wondering where all my ONS 2 suggestions come from.
All day on Sat it was taking me 2 hits to kill a raptor.
All day huh? So you admit it! ;-)
How much do you get for an uncharged bender shot? 100? You could be holding a charge, knock off 200, then immediately knock off the remainder. I think the fully charged bender shot should be back down to 150... It should have the same momentum scale factor as the shock rifle (which is pretty high). Go ahead and boost its node damage scaling if you want.
I partook in a couple bender killing sprees too but at least I felt guilty about it.
minimum charge power is 5. When I was testing it regardless of how high I put the max charge strength, 200 and over it would not kill a manta in 1 shot? I dont get it but yeah thats fine knocking it down to 150 since that will still kill a player on foot in 1 shot, raptor in 2.
I really dont know what to make of the momentum scaling between the hellbender primary and shock rifle:
stock shock rifle InstantHitMomentum(0)=+60000.0 and in damage type vehicle instant hit momentum 2.0 so I would assume that means 60,000 X 2 which doesnt sound right since the stock SR doesnt have that.
hellbender momentum scaling is 1000 with this also: MomentumMod = (BeamStrength/MaxBeamStrength) * 100; does that mean 1000 X 100 at full strength?
what I gather is that hellbender primary instant hit momentum is 20,000 less than the stock shock rifle already but I may not be reading it correctly.
Another thing you could try, and I have no idea why this makes a difference but apparently it does, is to create a folder inside UTGame/Published/CookedPC called ONS2 or whatever you want. Try to put the .upk in there.
let us know how it goes...
Worked a treat m8 - much much better :D
Pacer, I've made some tweaks and am getting the following errors with ONS2Proj_Spidermine and blue when compiling:
Unknown Macro 'LocalSkeletalMesh''_
this is the code I am trying to put in:
Begin Object Name=MeshComponentA
SkeletalMesh = `LocalSkeletalMesh(MineLayer.SK_Deployables_Spider_3P)'
Materials(0)= `LocalMaterial(MineLayer.spiderred2_MAT);
AnimSets(0)=AnimSet'Pickups.Deployables.Anims.K_Deployables_Spider_3P'
Animations=MeshSequenceA
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
Translation=(Z=-11.0)
bUseAsOccluder=FALSE
bUpdateSkelWhenNotRendered=false
bAcceptsDecals=false
CastShadow=true
LightEnvironment=MyLightEnvironment
CullDistance=6000.0
End Object
I have the correct package in the uci. I dont know exactly what I'm doing but I tried swapping the ' at the end of that line for a ; and that didnt work. I did get it working by not using the macro but that kind of defeats the purpose of you making it. I tried looking at other instances of the use of LocalSkeletalMesh and copying how you did it but couldnt get it to work.
thanks
add the following line near the top of each spidermine file:
`include(locals.uci);
You will see it near the top of every other file that uses a 'LocalXYZ macro. It tells the compiler where those macros are defined.
Sanch3z:
any eta of the fully polished WAR-Terra Sirenum and WAR-Alien Sands AKA ONS Crossfire SE as I have been sortin out some map packs for warfare (already have your three other maps in them) and I would love to have them in it too.
no ETA on Terra Sirenum as there are a number of issues with that map that I am sorting out with Nomad, who helped make it. Alien Sands SE will be final soon, I'm doing some final touches to the map. Mostly visual, its gonna be purty... Maybe this week..
thanks m8 - its not so much an issue as I can quite easily update the 'Map Packs' I have done as have access to the servers hosting the files.
Just trying to get folk with the maps before playing is a big help as they take some time to download
Not sure if this is a server bug ( just needed to be restarted ) or if it was a ons bug but my viper got denied by a bot last night and for about 40 seconds the announcer kept saying denied denied denied Lol.
this is a test post....trying to fix the forums
I have updated ONS 2.0 with changes recently submitted my Sanch3z:
1) Spider mines are bigger and more visible.
2) Spider mine gun pickup now looks like a spider mine.
3) Manta team skins now look better at distance.
We just added the ability to ride mantas... 2k4 style. Be careful though. One shot will send you tumbling like falling off a hoverboard.
ahhh, nice to have the forums back. I was going to post a bunch of info on the upcoming expansion but I'm sure you all have heard already :)
I've done a couple things to ONS 2.0:
*reduced damage radius of hellbender shock ball explosions (needs testing online)
*reduced damage of manta fire from 36 to 20. It now takes 5 shots to kill a pawn before it was 3. vehicle and node damage scaling has been adjusted to make it the same as stock.
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I have an idea for a weapon: The Bio Grenade Launcher
WTF is a bio grenade launcher you ask? Well since the bio rifle isnt really used in ONS/WAR I would use the stock weapon mesh of the bio rifle but it will launch little bio grenades that when you click alt fire they explode. The fiction behind the weapon would be that the gun launches these bio grenades and by clicking alt fire the shell containing the bio goop opens and when the goop comes in contact with oxygen or CO2 it explodes.
I would use the orb as the projectile but shrunken down and reskinned:

this is what the ammo would look like also. Pacer, if this were placed in weapon lockers as the biorifle it shouldnt mess with the spidermine gun right? I will need some help writing this thing. I have some things to make for it before I get the latest ONS 2 back to you ![]()
That shit would be cool!!!
i like where you're going with the grenade launcher. replacing biorifle in weapon lockers will not effect the spidermine gun. i can help with the programming. we should talk through the details. i'm not clear on how the grenade should explode or what benefit it is to have them contain bio goo as opposed to "regular" explosives... like a scaled down shape charge blast.
sounds awesome 
they wouldnt really contain any bio goo, thats the fictionous story behind them and their green color. They would just have an explosion when you click the alt fire button like the shaped charge. For the "stuck" effect I think the projectile itself should just stick, like the grenades in 2k4..
![]()
Very good idea. Would be nice to see a standalone mutator for it as well, as I think this could be dropped right into Warfare too, not just ONS2. You're definitely right that it's got much more potential use for either game type than the biorifle.
I also wonder whether it wouldn't be the ultimate cool if some of the biorifle functionality were preserved; specifically, the ability to charge up the size of your payload. So, instead of firing fixed size smallish goo grenades necessarily, you could hold-and-release the gun's primary fire to get an up-scaled grenade. Besides the strategic versatility this would provide, there's also a technical upside to it, in that you'd be spawning a single large grenade actor instead of, say, 10 smaller individual ones, which with a lot of people playing is going to keep both server and clients running smoother.
Keeping the bio goo effects might be cool too, fwiw ... functionally it'd be just like ONS grenades, but sticking the goo death effect on victims when you trigger the thing would look pretty badass ... JMO
as a stand alone mutator it wouldnt be possible to just take something like this and "drop" it in Warfare. There are other things that need to be changed besides just adding a weapon. Since there are no biorifles in WAR maps other than customs the weapon replacement mutator would have to be used also and then you would lose one of the other weapons. Seeing as how the majority of the current WAR community doesnt play custom maps and cry about mutators being on a server, well you can see where I am going.
Besides, this is one more thing that will make ONS 2.0 different and more than vanilla Warfare. Thanks for your suggestions Poker, those things sound cool but are hard to actually make happen.
I'm happy to provide the source code for ONS2 to anyone that wants to rip out any parts. There's my lazy answer ;-)
There are a few warfare maps with biorifles in weapon lockers... not many though. I assume Sanch3z will put them in updated versions of his maps knowing they'll be replaced by grenade launchers.
I think Poker's suggestion for charging the payload and bio explosions may work well... one step at a time. I'm still trying to figure out an efficient way to explode live projectiles on death... the key word being efficient. I may settle on giving the projectiles independent lifetimes unless they're triggered by the alt-fire.
I'm happy to provide the source code for ONS2 to anyone that wants to rip out any parts. There's my lazy answer ;-) There are a few warfare maps with biorifles in weapon lockers... not many though. I assume Sanch3z will put them in updated versions of his maps knowing they'll be replaced by grenade launchers. I think Poker's suggestion for charging the payload and bio explosions may work well... one step at a time. I'm still trying to figure out an efficient way to explode live projectiles on death... the key word being efficient. I may settle on giving the projectiles independent lifetimes unless they're triggered by the alt-fire.
check out:
Engine.Actor.PawnBaseDied() - stub function that I believe is provided for exactly what you're trying to do 
Engine.Pawn.Dying.BeginState() - where it gets called from ("foreach BasedActors" etc.)
so ... I think it's just a matter of sticking a PawnBaseDied override in your grenade class, and calling Destroy() or Explode() or BoomGoesTheDynamite() or whatever it is lol. I think it is Explode() actually—assuming your grenade extends Projectile that is (I should hope so lol). As I remember this is more or less how the ONS grenades worked too, so hopefully that's a good omen for this approach.
as a stand alone mutator it wouldnt be possible to just take something like this and "drop" it in Warfare. There are other things that need to be changed besides just adding a weapon. Since there are no biorifles in WAR maps other than customs the weapon replacement mutator would have to be used also and then you would lose one of the other weapons. Seeing as how the majority of the current WAR community doesnt play custom maps and cry about mutators being on a server, well you can see where I am going.
Oh there are ways... 
One thing I've done before is to keep an INI-saved list of named weapon lockers for individual maps, and have a mutator use that to do targeted weapon replacements on any map, stock or custom. No need to lose any other weapons either, in fact, just straight add the new one into the lockers with whatever's already there.
It'd require a trip through each stock map in the editor to pick out the weapon lockers you'd want to hit and make a list of all their names for the INI data, but other than that it's cake. Code wise it's next to nuthin' really.
cool stuff duders....![]()
One thing I've done before is to keep an INI-saved list of named weapon lockers for individual maps, and have a mutator use that to do targeted weapon replacements on any map, stock or custom. No need to lose any other weapons either, in fact, just straight add the new one into the lockers with whatever's already there.
Great tip! Thanks Poker! I've been looking for something like this for a while now. Are all weapon lockers and pickup factories uniquely named by the editor? Are there any hashtable implementations in unrealscript?
B.T.W. you can now see my code repository now at code.ut3gow.com.
I found a way to explode the bio grenades on death by overriding the weapon's ItemRemovedFromInvManager. That allows me to keep the list of bio grenades "localized" in the weapon class.
I also changed the grenade explosion particle system to the same as the BioGlob so now they spray green debris instead of fire and smoke when they blow. However, I do not spawn secondary bio globlings like charged globs do... not yet at least.
should we scale back the jump height? I think it would be ok, I guess I am just getting used to the jump in stock UT3 and since all of our matches are in the "stock" form maybe we should just accept that. Damn, I feel like I'm caving in....
Keep the dodge jump though, maybe make it dodge a slight bit farther?
Another point where I feel like I am caving in, should we just make the hellbender 2nd seat shoot like the stock bender? But still have the charge indicator and I'd like to keep the 2k4 fire sound.
Maybe these couple things will get more vanilla WAR players playing ONS 2....
Maybe scale the jump z back just a bit but not go all the way back to stock. Right now it feels like you're on a pogo stick. Let's just scale it back to a pair of Air-Jordans.
I think we can leave the Hellbender the way it is... at least we should try with 150 damage for a while. Have you heard complaints from people other than me?
We won't be able to please everyone. Let's just keep trying to evolve it based on what's the most fun.
I havent heard any complaints and it is fine with 150 damage. I'm just thinking in terms of getting more people to play ONS 2.0 since most of it is just tweaks that people have been asking for on Epic forums and elsewhere. With UT3 it is the complete opposite of 2k4: 2k4 ONS seemed to be all about custom stuff, with UT3 the majority of WAR people dont play custom and whine and cry when something custom comes up. I just dont get it... I blame MTV!
go ahead and adjust the jumpZ to how you feel it works good, we can test drive it sunday night?
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