View Full Version : UT2kX Yet Another Real-life Mod Beta [March 17 2008][DL][version 126]

21st Mar 2008, 09:09 PM
Are you still not tired of "realism" mods, Ak47s, M16s and instant hit madness? Do you wish you could play COD4MW, but don't have a computer fast enough to run it (or a PS3, or a XBox360)? Then I have just the unimaginative-realism-clone mod for you! Yet Another Real-life Mod!

Name: Y.A.R.M.
Version: Beta 130 - May 29 2013
Author: Meowcat
Compatibility: UT2004 (patch 3339)
Description: Yet Another Real-life Mod. Semi Realistic weapon and player pack. Contains several different mutators including a cheap COD4MW knockoff mutator and Rainbow Six mutator. Also now includes a YARM Domination gametype which works on all DM maps. The number of domination points, amount of time they stay in one place and whether or not they move is configurable.

Players choose between multiple classes/uniforms to fight as: Sniper, Recon, Infantry, Demolition, Spy, Light Machine Gunner, and Assault etc. Players can:
1. climb up ledges/mantling as well as perform "railing jumps" as in Splinter Cell/Mirror's Edge
2. perform GoldenEye64 style leaning
3. go prone
4. roadie run/sprint
5. Custom third person animations for off hand grenades, knife slashes etc. for YARM player models.

Featured weapons: Assault Rifles, Submachine Guns, Shotgun, Sniper Rifles, Combat Knives, Numerous Pistols, Single Shot Grenade Launcher, Rocket Launcher, Smoke Grenades, Gas Grenades, Timed Mines, Remote Mines, Proxy Mines, Anti Vehicle mines, claymores, and a Light Machine Gun (or two).

Some specific RL weapons are: M16, AK74, AKMS, HK G36, HK G3, M14, SA80, AKMSU, MP5A5, MP5SD, MP5K, UZI, Colt M1911, HK MK23, Beretta M9, HK P7M12, M40 Sniper Rifle, Robar .50 cal rifle, PGM Hecate, PSG-1 Rifle, M3 Shotgun, M249 equivalent, M60, M67 Fragmentation grenades, RPG-7 Launcher, HK 69 Grenade Launcher.

Special weapon features:
1. All non explosive weapons feature melee attacks, either weapon smashes or knife slashes (all offhand hits in COD mute are knife slashes).
2. Client Side Hit Detection optional for instant hit weapons. This is a very simple option that should only be used when playing with trusted players.
3. Ability to zoom-in / aim with weapons. Iron Sight option is available via YARM Weapons mutator config page.

Make sure to reassign keys to these functions in the controls. For instructions on how to perform rail jumps and ledge climbs Read the YARM130_readme.rtf help file.

New Game Types: YARM Domination gametype works on all DM maps. The number of domination points, amount of time they stay in one place and whether or not they move is configurable. Has working bot code and encourages use and movement around the entire map. Also includes single flag control gametype (free for all but player who is holding the flag will get more points).

Help and Thanks: Please see the included YARM126_readme file for the complete list of those who helped in one way or another. Here is a quick rundown: Postal, Mr. White, Mr. SD, EvilDrWong, Grobut (cool new AK skins!), Dicky_B, Silver_Ibex, Doc_Edo, Mr. Evil, Parser, Mysterial, UT2004Addict, Lopar-XL, 4TX4, SquirrelZero

Download: YARM Version 130 Core May 29 2013 (http://www.gamefront.com/files/23359918/yarmCore130_May292013_zip)

Some maps as well.
My recreation on Halo 2's Zanzibar (http://files.filefront.com/DM+HUT+Zanzibar2k4+v4zip/;4933058;/fileinfo.html), and GoldenEye64's Complex (http://files.filefront.com/DM+YM+ComplexV2zip/;6527086;/fileinfo.html).

My own creations, a CTF map near a Port (http://files.filefront.com/CTF+YM+PortFightApr72007zip/;7171366;/fileinfo.html), and an outdoor level near a rainy coast (http://files.filefront.com/DM+YM+Insomnia+Jan272008zip/;9521880;/fileinfo.html) (sort of inspired by the movie Insomnia)

http://img341.imageshack.us/img341/118/MVD_BandanaG36.th.jpg (http://img341.imageshack.us/my.php?image=MVD_BandanaG36.jpg)<->http://img341.imageshack.us/img341/2893/NotDeadYet2.th.jpg (http://img341.imageshack.us/my.php?image=NotDeadYet2.jpg)<->http://img341.imageshack.us/img341/549/M92f_shot1.th.jpg (http://img341.imageshack.us/my.php?image=M92f_shot1.jpg)

http://img341.imageshack.us/img341/7950/Robar_HeadShot1.th.jpg (http://img341.imageshack.us/my.php?image=Robar_HeadShot1.jpg)<->http://img341.imageshack.us/img341/2513/balawknife1zo2.th.jpg (http://img341.imageshack.us/my.php?image=balawknife1zo2.jpg)<->http://img338.imageshack.us/img338/687/ymallcharacterssmallup6.th.jpg (http://img338.imageshack.us/my.php?image=ymallcharacterssmallup6.jpg)<->http://img341.imageshack.us/img341/7696/SASMask1.th.jpg (http://img341.imageshack.us/my.php?image=SASMask1.jpg)

http://img341.imageshack.us/img341/5478/ColtPistol.th.jpg (http://img341.imageshack.us/my.php?image=ColtPistol.jpg)<->http://img341.imageshack.us/img341/5334/M40A_rifle_shot1.th.jpg (http://img341.imageshack.us/my.php?image=M40A_rifle_shot1.jpg)<->http://img341.imageshack.us/img341/7818/M14_aimed_firing1.th.jpg (http://img341.imageshack.us/my.php?image=M14_aimed_firing1.jpg)

Please post your suggestions, flames, rants (or encouragement) about this mod here, or email me! I appreciate feedback (good and bad).

August 30 2008: Below additions included in new version:
-INF 2.75 style mutator (small weapon set, explosive ammo, on screen radar, drop all ammo and weapons when dying
-PSG-1 Rifle
-more COD player models
-new "King Flag" gametype: player holding the pirate flag gets extra points
-numerous model & skin tweaks, code optimizations

[EDIT May 3 2009] Updated version posted. Contains another new gametype (YARM Recovery) in which both teams must fight to locate, collect, and take an object to a recovery location to score points. Both the recovery point and object are randomly placed on the map, with the HUD showing where to go to find them. Bots play this exceedingly well.

Also added the Halo Pistol M6C (or at least my recreation), Goldeneye Sniper Rifle; fixed the grenade launcher and PGM Sniper Rifle weapon models, and added some new player models.

More Screenshots:
http://img224.imageshack.us/img224/3431/ydomait3.th.jpg (http://img224.imageshack.us/my.php?image=ydomait3.jpg)<->http://img296.imageshack.us/img296/6454/ydombth5.th.jpg (http://img296.imageshack.us/my.php?image=ydombth5.jpg)<->http://img296.imageshack.us/img296/5881/ydomctk9.th.jpg (http://img296.imageshack.us/my.php?image=ydomctk9.jpg)

http://img296.imageshack.us/img296/4605/m9firingtk4.th.jpg (http://img296.imageshack.us/my.php?image=m9firingtk4.jpg)<->http://img296.imageshack.us/img296/5875/kingflagvn3.th.jpg (http://img296.imageshack.us/my.php?image=kingflagvn3.jpg)<->http://img296.imageshack.us/img296/460/blacksfwg36ds9.th.jpg (http://img296.imageshack.us/my.php?image=blacksfwg36ds9.jpg)

http://img296.imageshack.us/img296/3259/infakmsguyri2.th.jpg (http://img296.imageshack.us/my.php?image=infakmsguyri2.jpg)<->http://img296.imageshack.us/img296/250/mp5firinglq9.th.jpg (http://img296.imageshack.us/my.php?image=mp5firinglq9.jpg)<->http://img296.imageshack.us/img296/8563/russwmp5hh5.th.jpg (http://img296.imageshack.us/my.php?image=russwmp5hh5.jpg)

Mr. UglyPants
21st Mar 2008, 09:13 PM
Bring YARLM into the future please.

Still, good job.

21st Mar 2008, 09:47 PM
lopar & his sounds rockin da house again!

2nd Jun 2008, 12:02 AM
Update: Added a few more player models to the YARM COD4MW mutator. Also included the new YARM Domination gametype.

The YARM Domination gametype works like UT99 Domination except that the number of Domination points is configurable, they are randomly placed on maps (at pathnodes), and can be set to randomly move after a configurable time period. Bots work well with this gametype, just make sure to give your team's bots the order to freelance if you want them to capture and guard points properly.

See the first post for the download link.

30th Aug 2008, 03:54 PM
Updated version uploaded, see first post for link.

A new gametype was added, a few new weapons, various code tweaks/optimizations, new player model or two, oldschool INF 2.75 style mutator added as well.

1st Sep 2008, 09:06 PM
Loving the 2.75 mutie, brings back fond memories, and naturally, the AKMS is my new favorite gun :)

12th Nov 2008, 03:57 PM
Some(most) of the gun sounds dont play on my Intel mac, they do on my PPC mac... but not my newer intel mac. This seems to be a glitch in the UT2.5 engine though, not necessarily your fault. Maybe some of the sounds were imported at to low of a quality... or something idk.(none of the AK weapons have sounds when fired, some of the pistols, etc).

12th Nov 2008, 04:46 PM
This was pretty much my default weapons mod before I went Ballistic. Good times... about to be revisited. :D

Btw, as UP already mentioned, it would be great if you could at least port some the weapons to UT3, which as you may know is in dire need of a decent real life mod.

14th Nov 2008, 05:02 PM
a COD4 vs Unreal mode would be interesting.
The unreal team needs to pick up weapons and can move as usual
The COD4 team gets COD4 movement and chooses their weapons.
Should balance itself out.

The roadie run cam doesn't really fit the COD4 mutator. Don't get that sprint and knife effect. The iron sight isn't quite ironsighty enough. The Weapons feel really really good. The grenades don't feel right though.

16th Nov 2008, 07:14 PM
@ HideinLight: Thanks for the feedback! For the COD4 mute then do you think the FP view would be best? The only reason that I went with the roadie run cam was that it simplified some code (not having to add additional code to the weapon class to adjust the model view/anims while running), but I can give the FP view a try. I also have fixed the iron sight view in a test patch (see below). What would you suggest for the grenades to improve how they feel? (the offhand grenades?)

@Interbellum & M.A.D.X.W. : If I had lots of time and two computers capable of running UT3 I might consider it, but right now it would just be too much work to do the conversion, especially given how much everything has changed.

Here is a test patch (http://files.filefront.com/YARM+FreeAimTestNov16th208zip/;12374045;/fileinfo.html) that adds freeaim and better iron sights (thanks to Silver_Ibex for helping out). Note the freeaim only works for the YARM players. Read the included README file to learn how to enable freeaim and other weapon sight settings.

9th Dec 2008, 04:10 PM
ill use this with you TD vehicles mod

10th Dec 2008, 04:37 PM
a COD4 vs Unreal mode would be interesting.
The unreal team needs to pick up weapons and can move as usual
The COD4 team gets COD4 movement and chooses their weapons.
Should balance itself out.

Oh yeah! I'd love to see a realistic mod go up against the crazy futuristic stuff. :lol:

I was gonna say you could mix & match both weapon types with a mutator, but there has to be a mod made where one team has weapons from one mod and the other has a different set. A loadout style would work, but for the deathmatch type pickups would have to be made like Generations Arena.

12th Dec 2008, 04:31 PM
one problem :
you have to configure a LOAD of key, so you have unreal tounrament keys and YARM keys. could you make a mod that alowes you to have two configuraiton classes, like two lists

14th Dec 2008, 03:47 AM
That would be great, yes. At the moment I solved this by starting UT2004 with two batch files. One copies over a YARM.ini before starting UT and the other copies over the regular UT2004.ini. Not ideal but it's enough for a work-around.

14th Dec 2008, 04:15 AM
nice, but is there a way to get the domination gametype to work with standard UT2k4 gameplay and weapons?

14th Dec 2008, 05:55 AM
Some more suggestions:
The players are still as small as ever. It could suit the gameplay better if they were scaled up a bit. Maybe you could include a checkbox or a slider that lets players change this.
Can you include a checkbox to disable the perks for the CoD mode in one of the future versions?
The weapons looks great but they appear pretty dark unless one is standing under a really bright light which isn't often the case. Can they be darkened up a little bit in the first person view?

14th Dec 2008, 10:36 AM
@IronKnuckle: Although I'm not sure I mentioned it, the domination gametype will already work standalone with any other mods and mutes, no requirement to play it with YARM mutators at all.

@xMurphyx: I might be able to incorporate the scale adjustment, only problem is that some variables are constant (not yet sure of a good way to set at runtime) and the native code (specifically related to crouching and transitioning to the physics type falling) automatically reset the player collision to the default constant values. I may see about adding it though. I am also attempting to make a few more maps that are better suited to YARM's player size and gamestyle.

As for perks, yup I can and will add a 'No Perks' option to the next release (already added an HC mode option as well).

Weapon brightness may be adjusted as well (or perhaps set as a config variable).

14th Dec 2008, 05:18 PM
wow, i'll be downloading then :tup:

18th Dec 2008, 05:52 PM
some one should make a cod4 remake of shipment, crash or backlot for this mod.

5th Jan 2009, 12:26 PM
i found a glitch for you to fix. if you zoom in on a sniper rifle, then switch to a different weapon really quickly and zoom again you will have sniper zoom on the gun.

5th Jan 2009, 07:31 PM
@samk105: Thanks for pointing that out (I'll have to fix that for the next patch/update). BTW have a small beta mappack that I'm testing now with a few Goldeneye remakes and COD4's Shipment level. I'll post here once it is closer to final (just check the INF development forums if you want to find the beta release along with my Goldeneye Mod alpha build).

5th Jan 2009, 07:53 PM
goldeneye remakes? I'm there! :D

19th Jan 2009, 06:02 PM
another prob.
1. airstrike doesnt work
2. could you speed the players up a bit
3. i think the sniper rifles need the most done to they're skins
3. Could you add a few special weapons instead of the RPG like some scecial equipment E.g. heat vition goolges
4. a weapon with a bayonet
5.timed grenades in stead of hit once go boom one's

airstrike does work ther is just no indication when it doesnt work
some times i can see the default engine texture on the gun which are on the back?

24th Jan 2009, 07:01 PM
I don't know if I can suggest something in therms of additionnal weaponry and some realistic though about weapons.

7th Feb 2009, 01:50 PM
i love the grappelign hook thing really good idea

10th Feb 2009, 02:25 PM
I will suggest some things :)

We got some real weapons I will suggest some cool ones

A M202a1 4tube rocket launcher

A Stinger missile launcher to track flying targets

A SRAW predator to track ground vehicles

A SMAW because its a cool reloadable rocket launcher

A Panzerfaust3

Milkor MGL

MM1 grenade launcher

EX41 grenade launcher

GL-06 grenade launcher

I think for the rifles and shotguns anyone will suggest them
I suggested some weapons that be rare to find in games

An other thing its perhaps to put them in the ballistic weapons mod, because most features are in common with the mod but it depends if it's better as a separate mod or as BW mod
For the disposable weapons I think the animation is a weapon release or we could throw the empty launcher and cause some damages :D

10th Feb 2009, 02:36 PM
got to Have THE M4 Carbine

21st Feb 2009, 04:55 PM
where did that come from^^^^^

21st Feb 2009, 04:58 PM
spambot ftw

21st Feb 2009, 05:00 PM
i am not a bot but he is^^^ not you iron knuckles but sohel

21st Feb 2009, 05:02 PM
yeah we got that :lol:

3rd Mar 2009, 04:01 PM
o another bug, i was playing JB one day and i decided to go prone to snipe some bots, but i suddenly fell through the world and died. so in other words i think that yoyu fall trough static meshes while in prone sometimes

10th Mar 2009, 04:39 PM
The download link is broken, can someone reupload?

12th Mar 2009, 10:29 PM
I'm reuploading the file (YARM126 Aug 30th now) now because apparently Filefront likes to automatically cull the largest size files first.
[EDIT] Linked on first page is fixed, or check my signature.

30th Mar 2009, 02:38 AM
Well, I finally got motivated to work on this a bit again. Here are some screenshots from my remake of the Halo 3 Map Ghost Town. Its still in a late alpha/early beta mode (lots more little art assets to make), but the general layout is done, bot pathed etc. Once I find another location to upload files (now that FileFront is gone) I'll post this for folks to try.
Screenshots of DM-YM_GhostTown2k4
http://img17.imageshack.us/img17/6295/gtownaction9.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction9.jpg) -> http://img17.imageshack.us/img17/4229/gtownaction8.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction8.jpg) ->http://img17.imageshack.us/img17/2057/gtownaction7.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction7.jpg)

http://img17.imageshack.us/img17/1492/gtownaction6.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction6.jpg) -> http://img17.imageshack.us/img17/8753/gtownaction4.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction4.jpg) -> http://img17.imageshack.us/img17/2634/gtownaction3.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction3.jpg)

http://img17.imageshack.us/img17/7564/gtownaction2.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction2.jpg) -> http://img17.imageshack.us/img17/1776/gtownaction1.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction1.jpg) -> http://img17.imageshack.us/img17/949/gtownaction5.th.jpg (http://img17.imageshack.us/my.php?image=gtownaction5.jpg)

31st Mar 2009, 12:04 PM
look good like tooo try it
here i a good upload site MediaFire

31st Mar 2009, 02:49 PM
may i ask how old is this mod

as in how long have you been making it for?

nice map

by the looks of it

31st Mar 2009, 10:45 PM
@silentlykiller: I'll take a look at mediafire, thanks for the suggestion!

@TurdDrive: I only really work on the mod as a hobby (I have no ambitions whatsoever of get into the gaming industry), and in this case since around 2005. However prior to this I worked on C4 for UT99 with Postal (2000-2003), and then Tango Down for UT2k3 (and also 2k4), which I then sort of folded into YARM. I've more or less just added whatever features from other shooters that I liked (hence the mod name) since then.

rambling response continued->....I would love to put together a single player portion, as I absolutely love Coop gameplay, but time and my job really has not permitted it. I started an SP portion about two years ago, but found that the "mission objective/GE64" style maps that I was making just weren't that fun for gameplay. I'd love to try again at some point to make something like a weird mixture of HalfLife, Unreal, and Halo (Unreal Monsters, also w/ HL style "humanoid" enemies like the HECU and Combine, all set in Halo style outdoor levels and Unreal/HL indoor levels) but I doubt I'll ever get there. Besides, I have to ask myself: is it really worth spending this amount of time on a mod that very few folks would play?

3rd Apr 2009, 12:22 PM
file front is working now

21st Apr 2009, 01:01 AM
Ok, I've been working on updating the core mod a bit. Until I'm ready to upload it, I've posted an updated version on DM-YM-Insomnia (http://www.filefront.com/13786887/DM-YM-Insomnia_April202009.zip) (foggy coastline in a rain storm level) as well as the alpha version of DM-YM-GhostTown2k4 (http://www.filefront.com/14029119/DM-YM-GhostTown2k4_July122009.zip) (my recreation of the Halo 3 level).

4th May 2009, 09:46 AM
New version uploaded on May 4th. See first post.

4th May 2009, 01:05 PM
cant wait looks like ill have to bind some keys though :(

7th Jun 2009, 11:54 PM
A few early/alpha screen shots of a CTF map taking place along a shoreline and boat graveyard. Hopefully a version ready for some beta testing will be ready to go by the end of this week!

http://img198.imageshack.us/img198/4964/ymshoreboatgrave05.th.jpg (http://img198.imageshack.us/my.php?image=ymshoreboatgrave05.jpg) -> http://img198.imageshack.us/img198/5602/ymshoreboatgrave04.th.jpg (http://img198.imageshack.us/my.php?image=ymshoreboatgrave04.jpg) -> http://img32.imageshack.us/img32/1639/ymshoreboatgrave03.th.jpg (http://img32.imageshack.us/my.php?image=ymshoreboatgrave03.jpg)

http://img32.imageshack.us/img32/856/ymshoreboatgrave02.th.jpg (http://img32.imageshack.us/my.php?image=ymshoreboatgrave02.jpg) -> http://img32.imageshack.us/img32/6959/ymshoreboatgrave01.th.jpg (http://img32.imageshack.us/my.php?image=ymshoreboatgrave01.jpg)

[EDIT] Alpha version of the map for testing is available here (http://files.filefront.com/CTF+YM+ShoreLine+revNC+Ju9zip/;13901083;/fileinfo.html). The battle for the flags takes place among the rusting hulks of fishing boats. Each flag base is situated in the partial hull of a large boat. Each team must navigate through the shallows, hulks, and switch grass to retrieve the flags. Map is suitable for 8-14 players. It was specifically scaled for YARM. Rough Bot support is set up (no defense points yet).

30th Jul 2009, 06:13 PM
Is there a possibility to use the leaning moves with a separate mutator please ?
Because it would be fun to use just the leaning with classic UT weapons and such

30th Jul 2009, 06:14 PM
Is there a possibility to use the leaning moves with a separate mutator please ?
Because it would be fun to use just the leaning with classic UT weapons and such


30th Jul 2009, 06:40 PM
Yes BW too ^^ and some other mods eventually

31st Jul 2009, 09:43 PM
Leaning moves could be made as a separate mutator but would most likely break compatibility with other mutators as leaning requires a custom pawn class (since weapon fires use a function in the pawn class to determine where to begin shots from: EyePosition() ).

1st Aug 2009, 07:20 AM
That means we need to make it compatible with the specific weapons then, if I understand well ...

1st Aug 2009, 11:43 AM
Not necessarily specific weapons, but it could definitely have unintended consequences with other mutator combinations where the pawn class is replaced (eg: some of the BW mutators, TAM (I think), Chaos etc.). That is why I included the option in a few of my YARM mutators to toggle using the YARM characters.

1st Aug 2009, 12:14 PM
Thanks for the information :)

2nd Aug 2009, 11:04 AM
Could you repost your maps? Looks like all but on of them are down.

If you need control over your files, as on filefront, you could try mirroring them on http://www.fpsbanana.com/games/31

3rd Aug 2009, 12:18 AM
Thanks for the heads up Jefe! I'll reupload them tomorrow

8th Aug 2009, 04:23 PM
The remaining files are all hosted here: http://www.filefront.com/user/meowcatbuf

I need to clean up some of the maps a bit before posting and submitting "final" version to Filefront.

26th Aug 2009, 09:21 AM
Filefront isn't gone I was just there.

24th Sep 2009, 04:12 PM
Looting animals should give you FOOD, that isnt cooked yet, and no money should be in the game at all. Adding food to fire would make it replenish your health more than it would raw.

25th Sep 2009, 12:28 PM
umm Runescape?

26th Sep 2009, 01:59 PM
Looting animals should give you FOOD, that isnt cooked yet, and no money should be in the game at all. Adding food to fire would make it replenish your health more than it would raw.

Dude wtf are you on? You clean your crack pipe with drano again and forget to rinse?.....Seriously.

Corporal_Lib [BR]
29th Sep 2009, 12:28 AM
Peeps, check out this video... http://www.wegame.com/watch/Y_A_R_M_v128_update_Setember_27th/

YARM128 updated with lotsa new toys... hosted at-> http://www.filefront.com/14613563/yarmCore128_Sept272009.zip/

get it and give the praise meowcat deserves ;D

29th Sep 2009, 12:52 AM
Here is some quick explanation of how to use the "Experimental" Parkour Pawn with Mirror's Edge movement abilities.

To use the Parkour pawn you have to play with the 'YARM Weapons' mutator and type 'mutate MirrorEdgeMe' in the console (without quotes) after you close the player select window (the command changes your pawn class to the test parkour pawn). If done correctly you will receive a message that says you will respawn as a parkour pawn.

The test parkour pawn in yesterday's YARM version can only Zipline, ledge hang, climb up from ledge hanging, grab ledges while falling, low slide, roll when landing, long jump, and vault obstacles. Right now it is very experimental (eg: lots of code bugs to still work out, it will not work in network games yet as I do not have all of the correct information being replicated, and I still need to add the climbing and vaulting animations). All of the moves rely on just two keys (crouch or jump) and the direction of your movement. Here is a quick explanation of the controls:

Low slide: Press and hold the crouch button while running forward

Ziplining: Only works when maps are set up in a specific way using physics volumes with the correct name in the tag (must contain 'zipline') and have several interpolation points laying out the zip line path, given individual names and set in the physic volume's 'ExcludeTag' array in the order that makes up the zipline path. In the maps I will be releasing soon I used a static mesh as the zipline, then made the physics volume around the mesh (wide enough to encompass the pawn) and added interpolation points at even intervals along the static mesh model. When you jump into the volume you will automatically grab the line and begin sliding down. The crouch key drops you from the line.

Ledge Hang: Jump up at some ledge that can be reached at eye height when your pawn hits the wall. If you are not pushing forward your pawn will not try to grab the ledge. Once hanging off the wall, you can use the strafe keys to move left and right. The crouch keys drops you off the wall, jump leaps you in the direction you are facing.

Falling LedgeGrab/climb: If you are falling and trying to move forward when you hit a ledge you will either hang from the ledge or automatically begin climbing up it.

Vault: If you hit a wall/fence/object that is only a few Unreal Units (UUs) thick, in this case less than about 40 UUs, you will try to vault over it if the top edge is at or below your eyeheight and above your waist.

Climb: If you double jump at a ledge while looking at it or directly above, and hold the jump key, you will begin to climb up it.

Rolling: Hold the crouch key when landing from a fall. Note - In the version I released yesterday I had not yet reduced damage from falling by rolling, only the animation and playerview code is implemented (the version I'm testing now does have this feature).

Long Jump: Press jump while sprinting

30th Sep 2009, 12:50 AM
Thanks for sharing. It's great

6th Jun 2013, 09:15 PM
New version posted. See first post. Here is a quick list of changes:
Version 130 May 2013
-Bots will use parachutes (when tactical gear is given) and they jump out of vehicles
-Improved mutator code for weapon swapping
-Optimized code for shotgun spawning pellets (lowers network bandwidth requirement too!)
-Added Mk3 Pistol, Mk00 Long Range Rifle, Mk6 DMR, and Ballistic Knives
-New Mk8 SMG model
-Optimized script based pawn animation code
-Added experimental SinglePlayer AI cover usage system (can be added to custom maps) <- NOT FULLY IMPLEMENTED
-Made all secondary fires on guns "Aim Down Sights" like in Infiltration
-Each weapon can have its freeaim range set custom now (requested by SilverIbex)
-Near clipping value is now adjustable. See the configuration variable 'fNearClipDist' in Gun_yarm.
-Tweaked Pistol Positions in first person view and when aimed and the firing animations
-Added third person fire animations to most pistols (the slides move backwards and forwards now)
-Added a few new "quacky" death effects when paintball mode is turned on
-Tweaked weapon model for the Kabar, now it looks like the MW offhand knife. Also adjusted its damage code to make its a little more useful.
-Adjusted various player models and improved the camouflage selection menu
-Added Mirror’s Edge style Parkour/Free running player movement capabilities and disabled older Animation/Root Motion movements (code is still included, but no longer referenced by player controlled pawns).

Of course there is always more to add/tweak. I welcome any feedback/suggestions, though I won't have reliable access to the internet for the next couple of days so if I don't reply immediately don't worry.

[EDIT] I should mention a little about the movement options and weapon features.
Movement Notes
1. Dodging in any direction will cause you to perform a evasion-roll (like the 'Evasion' move in Halo Reach, or the forward roll from the original Syphon Filter)
2. Pressing 'Jump' while strafing causes you to dodge sideways (this is just like Mirror's Edge)
3. To Wallrun, run parallel along a wall, but aim slightly into/towards the wall and then press Jump. pressing Jump again while looking away from the wall will cause you to leap away.
4. To WallClimb, push forward into a wall and press jump. When you get to the top of the ledge you will usually stop running and then drop into gripping/ledge hanging. From ledge Hanging press 'Jump' again to climb up the ledge.
5. To slide along the ground, run for a little while then press 'crouch'
6. To Vault or Mantle some object, push or run towards and then press 'Jump'
7. To Zipline in the maps that I've made that include ziplines (DM-YM-GhostTown, CTF-YM-HIghTower, DM-YMRBNewEden), move underneath the zipline while looking at the bottom of the zipline and then press 'Jump'

To turn on a bunch of parkour related debug messages and vaulting markers that I used while programming and testing the parkour code use the console command 'TogglePawnClimbDebug'

Weapon Notes
1. Make sure to bind keys to the reload and change firemode functions
2. For the new sniper rifles that have scope wobble, hold down the 'walk' key and crouch while zoomed to lower the wobble (simulates holding your breath). The scope wobble can be turned off altogether by setting 'bDoBreathMovement' to false via the console (for example 'set w_amr.bDoBreathMovement 0').
3. The Mk6 DMR's heartbeat sensor can be toggled on and off using the switch firemode key.
4. The first person view of the how the knives are held can be toggled using the firemode switch key
5. The Scorpion RL's mode is switched with the firemode key (toggles between normal, heat seeking, and guided). The player's view will be switched to the rocket when fired in heat-seeking mode.
6. The bow and arrow: when the bow is 'drawn' it can be unloaded by tapping the reload (if I recall correctly) and then letting up on the fire key.

9th Jun 2013, 05:16 AM
I can't Download it :( Gamefront says there is an error when I try to get the file

9th Jun 2013, 06:37 PM
Hi Blade_hunter, What country are you located in? I've heard that GameFront does not directly support certain countries for files (I don't remember why though)