The Mayhem of Reflective Weapons Approacheth!

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Mayhem of Reflective Weapons Approacheth! UPDATED.

UPDATE: 5-17-04

Weapons Done:
Shock Rifle (both firemodes)
Lightning Gun
Link gun (primary fire)
rocket launcher (Secondary fire)
flak cannon(both firemodes)

Features of this mod:

-5 weapons are modified, The shock rifle(Both firemodes), Link gun(primary fire), rocket launcher(alt-fire for bouncing rockets), Flak Cannon(Both firemodes), and the lightning gun.

-The Lightning gun and shock rifle primary firemodes shoot bouncing instant hit shots. The lightning gun retains the secondary arcs that appear at each point of impact.

-The shock rifle alt-fire shoots shockballs that bounce and explode at every hit, until hitting a player or vehicle etc.

-The link gun primary fire shoots bouncing energy projectiles.

-the Rocket launcher primary fire is currently unaffected, only the alt fire will spawn bouncing rockets, which can be configured to be affected by gravity or ignore it after hitting a wall. Yes you can charge up to three bouncing rockets! :) The Rocket launcher's Reflective rockets have a custom smoke trail added, that is addjustable via config for set colors, or random colors. I'll post a screenshot of it later.

-The Flak Cannon Primary fire has been nearly doubled in projectile travel speed, has an option to make chunks unaffected by gravity, And has adjustable tracer effects for each of the flak chunks. There is also an option that makes all of the tracers have random colors (just over 16.7 million color combinations!).

-in compensation for the flak cannon's increased useability, the damage of each individual flak chunk has been changed from 13 to 12.5.

-Currently the Flak cannon alt-fire has a Toggleable chargemode that increases the distance the flak shell goes much like the grenade launcher for the assault rifle, doing a regular click will still toss the flak shell out to about the same distance as before.

-the rocket launcher primary fire May include a Toggleable chargemode to do something... i haven't thought of it yet, but whatever it is, it won't work for bouncing rockets.

-All weapons are grouped into 3 categories and the number of reflections each weapon makes can be controlled in these categories. Energy Projectiles, Solid Projectiles, and instant hit fire.

-All weapons have an adjustable feature called "Damage Dampening". which is that every time a projectile or beam bounces off a wall, a certain percentage is lost in the shot's damage; Exponential Decay. the amount lost is configureable via options. they can all be adjusted in the same groups, Solid & Energy projectiles, Instant hit fire.

since last update, the reflective shock beam and lightning bolt have been rebuilt, and work superbly now.

Here are some pictures of the mod, from Beta 6.

http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Shock_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Shock_2.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Rocket_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Lightning_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Link_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_2.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_3.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_4.jpg


I bet you like them, That's cool. How about some CRAZY shots!? Put 32 bots with masterful skill level in DeathMatch 1 on 1 map Serpentine? A Tight small room With reflective weapons turned on?

This!:

http://img62.photobucket.com/albums/v188/GlassBoy/R_3rd_Battle_1.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_3rd_Battle_2.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_3rd_Battle_3.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_3rd_Battle_4.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_3rd_Battle_5.jpg

I've Added a screenshot of the new lightning gun effect from beta 7.

http://img62.photobucket.com/albums/v188/GlassBoy/LightningGun/LightningShot1.jpg

I've got some new pictures from Beta 8.3

http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Rocket_2.jpg
http://img62.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_5.jpg
 
Last edited:

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Saito said:
gime gime
It'll be released with bonus pack #2. But before that can happen, I need help with the problem i mentioned above, because I'm quite stumped with it, as it is. I could really use dezro's help.
 

SolaceEternal

SPANK THAT TUNA
Apr 29, 2004
217
0
16
Like the concept, but... makes it seem a little spamming. Can't come to a final decision, as, hey, I've never played it. ^^;

Would like to try it out, though.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Thanks.

I'm just getting quite frustrated searching for what and why this thing isn't working. I'm searching documentation sites like wiki and Udn, and they're not too helpful. I feel like i'm trying to find a needle in a haystack. :(
 

Mad Max RW

Road Warrior
Nov 13, 2003
253
0
0
www.duckandcover.net
Are we gonna be able to change the mutator settings so that a specific weapon reflects? I'd like to have only the shock rifle be "reflective" and leave the rest alone if possible.

Looks freakin wild, by the way. Can't wait.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Mad Max RW said:
Are we gonna be able to change the mutator settings so that a specific weapon reflects? I'd like to have only the shock rifle be "reflective" and leave the rest alone if possible.

Looks freakin wild, by the way. Can't wait.

Yes, you can turn on/off whichever weapons you prefer. But turning off the weapon makes you loose ALL of its features, e.g. if i turn off the flak cannon, i can't get the special tracers for it.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
I'm still trying to fix the problem, It appears like my mutator postbeginplay function is not correctly affecting the client side. It is instructed to set the default values of many variables, such as the color of the flak trails, the length of the flak trails, which firemodes for each weapon to use, the number of reflections for each group of weapon firemodes(that one is working correctly). etc etc.

I would post the code, but i'm afraid of people copying it and compiling it into a working mutator.

sometimes when i try to replicate variables inside the replication blocks, i get compiler errors saying that the variable is undeclared, usually it happens when it is inherited from a superclass, and i don't know what else has been done to the variable.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
The problems are fixed, and the mutator is updated with less bugs, and an adjustable rocket trail color.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Hunter said:
looks like some fun could be had on small 1on1 maps ;)

Depends on your definition of "Fun" :lol:

I'm trying to think of things to do for that optional primary charge fire that I am considering putting on the rocket launcher. Why am i considerng it? so the the primary fire still gets some attention from the crowd :).

Here's one idea that i've thought of. The button needs to be held for five seconds to charge up a rocket that has 75% speed, and 150% Damage, if the button is released before the charge is fully built, then a regular rocket will fire.

how does that sound?
 

hyrulian

Rainbow Brite
May 20, 2001
9,548
0
0
42
Chula Vista, CA
hyru.ath.cx
GlassBoy said:
Here's one idea that i've thought of. The button needs to be held for five seconds to charge up a rocket that has 75% speed, and 150% Damage, if the button is released before the charge is fully built, then a regular rocket will fire.

how does that sound?
That would be interesting. Although, 5 seconds just for 1 rocket with 50% more damage seems a bit long.