View Full Version : Rockets UT

3rd Nov 2001, 03:20 AM
I want you to test my new mod Rockets UT.
It's all about rockets:
- fast rockets
- slow rockets
- homing rockets
- rockets with whoop-ass huge explosions:D

You can't download it anymore because it's old. ;)
Check the new Rockets UT thread (http://forums.beyondunreal.com/showthread.php?threadid=106633) for the most recent version.

3rd Nov 2001, 07:46 AM
Holy crap that's a good mod, i thought it would just be something like PulseGunMadness. Keep up the kick ass work.

3rd Nov 2001, 11:42 AM
yeh, good job wormbo! :rl:

5th Nov 2001, 11:46 PM
Enhanced Items is way cool. Also the new weapon prioty window thats uber cool

10th Nov 2001, 03:18 PM
I've just uploaded a new version of Rockets UT.
New features:
- new weapon: Smart Missiles
- new weapon: Black Shark Missiles
- updated: Homing Missiles now avoid collision with walls
- updated: releasing the Cyclone Childs looks more beautiful now

The new version grew in size, mostly because of the Black Shark. (looks damn cool! :cool: )
Tripod didn't want the file (about 2.8 MB) so I had to split it. You'll have to download the .exe file AND the .r00 file (each about 1.4 MB). Sorry.:(

17th Nov 2001, 06:59 PM
New version, again.
Cleaned up the code for the napalm globs (shouldn't lag any more) and changed the flight physics of the rockets.
Hope you like it. :)

17th Nov 2001, 07:38 PM
I cant seem to download it off the link.... :(

17th Nov 2001, 08:59 PM
Once it's a single .zip with either a UMOD in it or a .u and a .int, I'll feel safer installing it. ;)

18th Nov 2001, 05:39 AM
It's a zip file now containing 2 .u files, 2 .int files, a .utx file and the readme. UMOD will follow soon.
I hope you are satisfied now.:)

steve irwin
18th Nov 2001, 08:06 AM
I cant get it working. I moved the files to the System directory (and .utx to textures) but it wont show up in the mod menu, nor does the mutators show up.

An advice would be great, thank you.

18th Nov 2001, 08:48 AM
:confused: That's strange. :confused:

You should have 4 new files in the System directory:

The Mods menu entry is called 'Configure EnhancedItems' (see this thread (http://forums.beyondunreal.com/showthread.php?s=&threadid=90847) for details), the mutators are Rockets UT, Rockets UT with normal weapons and Rockets UT Random.

The very first post missed the EnhancedItems.* files. Maybe you should download the new version. I keep updating it weekly.

18th Nov 2001, 02:33 PM
Is there another place to download it? The site seems to either be not responding or not wanting me to download it. Is anyone else having this problem?

Wormbo, I can toss these files up on my box at home if you want another place for people to download it. E-mail me at inkless@inkless.com if you are interested.


23rd Nov 2001, 06:33 AM
Well, I didn't notice any problems, but thanks. Have a look at your inbox, I'll send you the lastest version.

Here is a screenshot of my favourite: The Mercury Missile Launcher. As you can see it's a clean head shot. (gray) And as you might have noticed, I cheated (cyan).:rolleyes: Maybe you want to test some codes (http://descent2.com/cheats/d2full/) yourself. (four of those can be used in Rockets UT)

23rd Nov 2001, 09:06 PM
RocketsUT rules man. Great stuff.

I too have the Mercury Missile Launcher as a favourite. I like this mod man, great stuff.

The fragments from the Frag Launcher don't really hit too often and when they do it's not usually a lot of damage.

I would have to say weapon 6 (the purple one, damned if I can remember what it's called) is the worst, IMO.

That Mercury Missile Launcher though.... man I love that.

The amount of detail that went into this mod is astounding too. I got three different death messages from the Mercury Missile Launcher already.

"Nemephosis drove a Mercury Missile into Vampirus."
"Nemephosis drove a Mercury Missile into Vampirus' head."
"Vampirus was way too slow to avoid Nemephosis's Mercury Missile."

The first is a normal kill, the second is a head shot, and the third is when you kill them with the splash damage.

When I did a playersonly command while the explosion of the Mercury Missile was happening, I noticed that when I turned, it turned with me. ie. there was no back to it, it looked the same all over. This leads me to thinking, it looks very much like the explosion of an Imp's fireball from Doom. Would I be right in saying this?

24th Nov 2001, 09:40 AM
A new version is out!
It has a html manual and umod installation.

The amount of detail that went into this mod is astounding too. I got three different death messages from the Mercury Missile Launcher already.
Actually this not directly part of Rockets UT. It's part of the Enhanced Items mod (http://forums.beyondunreal.com/showthread.php?s=&threadid=90847) (the file EnhancedItems.u).

I'm hope you missed the fourth death message of the Merc Launcher because it's the suicide message.

24th Nov 2001, 12:06 PM
I rarely suicide. ;):D

I love this mod. Great stuff man.

I figured out why its so big. very rocket type has its own skin. :con:

you took a lot of time on this and it shows. great work.

25th Nov 2001, 08:42 AM
Should the rockets fall down instead of exploding when they run out of fuel?

25th Nov 2001, 08:48 AM

25th Nov 2001, 04:32 PM
yeah, that would be cool :)

26th Nov 2001, 01:24 AM
OK, I'm working on it. And I'm also working on the frag and cyclone missiles because they were too weak to be used.

Many thanks @ RegX for uploading RocketsUT.zip to another server. (See the original post.)

26th Nov 2001, 01:54 AM
more damage, amd more of a chance the fragments will actually hit someone would be nice. It's pretty infuriating to unload three frag missiles and have your target come out at full health still! GRRRRRRRR

26th Nov 2001, 11:14 AM
The frag launcher was the very first thing I did for this mod. (Merc launcher was second) Maybe it came a little short in balance testing.:rolleyes:

But now its back :D:
- frag packs give 6 instead of 3 missiles
- spawns more fragments
- fragments do more damage nd stay around much longer

I didn't hear anything about flash missiles, homing missiles, seeking grenades or the super weapons, yet. Please play a redeemer map and test those, too.

26th Nov 2001, 04:10 PM
Wormbo - did you get that link I emailed you about the file URL?


27th Nov 2001, 12:33 AM
The homing stuff really isn't for me. If they overshoot their target they have to swing around and make another chase. Sure the physics on it are realistic (sorta like how a Strangelove 2 missile handles) but I don't like it and hence don't use the homing weapons.

The flash rockets are nice, especially how the light has to wear out to get sight back. Nice touch.

How about Plasma Missiles? When they hit a target, they explode in a shock combo? :)

I dunno, just something I came up with real fast-like

27th Nov 2001, 02:13 PM
Allready one in there. Try playing a map with a redeemer on it and make sure they are enabled in the Mod Menu item. Then you might have to wait a while for one to spawn but you may just get one.

2nd Dec 2001, 12:27 PM
@RegX: Yes, I put the link in the original post. You should have got an e-mail with the latest version by now.
It includes an improved lock-on crosshair and better frag and cyclone missiles.

@Nemephosis: You like shock combos, don't you? If you can live with big explosions, I've got something for you: Mega Missiles or Earthshake Missiles or Black Shark Missiles. They all do a lot of damage, but I think the Mega Missile is the one closest to your request. (use alt-fire to prevent it from homing.)

steve irwin
3rd Dec 2001, 02:54 PM
I downloaded the .umod and now its working!!

great mod!


is this a bug?: when I rightclick with the redeemer-type weapons it locks up (you cant fire or switch weapon)

6th Dec 2001, 11:02 AM
Yep, that IS a bug. It doesn't always lock up, only in certain situations. Thanks for reminding me, I already forgot about it because I didn't use alt-fire recently as it only affects the mega missile (no homing).
I'll try to fix it.

9th Dec 2001, 09:39 AM
OK, its fixed. The new version also fixes a bug where the turret just points in one direction without moving or firing. (I found that one when playing with Flag Effects)

Many thanks to all who already tested my mod.
Please test combinations with other mods, too.

10th Dec 2001, 08:20 PM
hey Wormbo - I just linked up the latest ver onto webcosa.

Also - finally tried it out. I havent played it enough to give a lot of thoughtful feedback, but two quick things:

1) SWEET. Excellent work.

2) I just tried this thing with me mod Bounty War and it works GREAT. Tosses around the original gameplay a bit, but everything runs fine, and all the BW gameplay is still there. FUN.

rgx :rl:

16th Dec 2001, 06:07 AM
You should try combining it with Enhanced Items (http://forums.beyondunreal.com/showthread.php?s=&threadid=90847). The amped rocket launchers look really cool then.

Or you try a Mercury Missile Arena Match (http://forums.beyondunreal.com/showthread.php?s=&threadid=96652).

Make sure you use the latest version of the mods, because they use the same .u files.

16th Dec 2001, 03:05 PM
I finally managed to get a working homepage, although I still can't upload the Rockets UT files there. :(
Here's the adress: http://members.tripod.de/easwormbo
It's not yet finished, but what did you expect me to write in about 12 hours? :D :rolleyes:

24th Dec 2001, 07:41 PM
Gotta love the cyclone missiles.

25th Dec 2001, 04:28 PM
New in this version:
- the missile cam
- the Enhanced Status Icon from Enhanced Items
- Chaos UT support (place it above Rockets UT in mutator list)

Download (or upgrade) now:
RocketsUT4.zip (http://www.webcosa.com/public/RocketsUT4.zip)

25th Dec 2001, 04:46 PM
The missile cam rocks. Very nicely done.

On Random Rockets I found it hard to tell which RL I had equipped - am I missing something?

Other than that - can you make it so that the bots stop killing me so much :)


26th Dec 2001, 05:41 AM
Look in Mod -> Configure Enhanced Items -> Rockets UT. There's an option to show the name when you select a weapon.

... and for your bot problem...
/me looks around if anyone is watching...
Enter 'HonestBob' and/or 'GoWingnut' at the console.;)

1st Jan 2002, 02:46 PM
I'm using an automatic coding software, sit right next to my computer and watch it do its stuff. :D;):rolleyes:

OK, i've been busy:
RocketsUT6.zip (http://www.webcosa.com/public/RocketsUT6.zip)

If you have a previous version installed remove it or just delete the file EWindow.u from UT's System directory.

- the missile cam can be configured

1st Jan 2002, 07:57 PM
Jesus man I just installed number four and you have another version for us! :con:

the Mercury Missile launcher is still the best. What would be nice is the option to turn off the missile cam though. It's intriguing but just ends up getting in my way.

of course, I missed that point about the missile cam the first time around :rolleyes:

2nd Jan 2002, 02:39 PM
Originally posted by Nemephosis
Jesus man I just installed number four and you have another version for us! :con:
You're too slow. :p

Unfortunately I found a bug which makes network play almost impossible. The rockets and fragments stick to a wall causing endless explosions on the clients. Framerate: about 3 frames in 10 seconds:rolleyes:

Fixing this might take a while...

2nd Jan 2002, 09:05 PM
hey wormbo when are you going to give this to mod squad to review? (i think it rules)

3rd Jan 2002, 03:20 PM
Originally posted by Uberdeath
hey wormbo when are you going to give this to mod squad to review? (i think it rules)

I'll wait with that until it's finished.

I'm going to check whether I finally defeated that network bug or not...

/me runs dedicated server and starts another copy of UT.
/me is disapointed and quits UT.

...nope, not fixed yet.:(

Oh well, maybe I'll just post a screenshot of a Rocket Launcher amped with the Enhanced Items Damage Amplifier:

3rd Jan 2002, 04:00 PM
Originally posted by Wormbo

I'm going to check whether I finally defeated that network bug or not...

/me runs dedicated server and starts another copy of UT.
/me is disapointed and quits UT.

you sound like me last night. I finally had the bots competitive again when I opened up an old Accessed None error and then got something which crashed the system (although I think that might have been the NeoCairo bot I was playing with :) )

this *is* fun right? :)

rgx :enforcer:

3rd Jan 2002, 04:56 PM
Those old errors are the worst ones.
The delayed bug:
1. You will discover the critical bug when the program ran at least six month without an error.
2. This bug has changed or destroyed unrestorable data, which the program relies on.
3. Meanwhile the source code got lost and can not be found.

OK, I'm gonna run another test...

/me opens a dedicated server again.
http://members.tripod.de/easwormbo/SMISSILE.GIF :rl: http://members.tripod.de/easwormbo/ERTHSHKR.GIF
(can someone make me models of the Smart Missile, the Earthshaker Missile and the Mega Missile [prev. post])

/me is annoyed by the bad ping (50-5000) and the missing Rockets UT weapons and quits UT.

How can you have a ping of 5000 when running server an client on the same computer?

3rd Jan 2002, 05:39 PM
Originally posted by Wormbo

How can you have a ping of 5000 when running server an client on the same computer?

Your packets called. They would like to go home now.


ps - lemme know if you want another pair of eyes on it

3rd Jan 2002, 07:55 PM
you get all the ping cuase your comp uses more of its resources on the your client then your server, you need to get that liitle prog called priority(I can upload it next week) and that will solve thos problems by forcing your comp to give your several all the priority it needs.

5th Jan 2002, 02:12 PM
Stupid me! I forgot to announce the new version yesterday.

OK, here is the new version with fixed network code. (at least I think it's fixed now)

Known bugs: Black Shark doesn't work as it should and napalm missile sometimes leaves black squares behind, but I already spotted the problems and they're gonna be fixed in the next version.

12th Jan 2002, 10:06 PM
I made it! Rockets UT gets into the final stage. This will be the last beta release.
Download it from
my server (http://www.koehler-homepage.de/Wormbo/RocketsUT.zip)
or from
regularX' server (http://www.webcosa.com/public/RocketsUT8.zip).

The Black Shark Missiles work as they should and the ugly black squares in the smoke of the Napalm Rockets are gone, too.

And just to make sure Uberdeath is satisfied: I will give the final version to Modsquad within the next one or two week(s).

12th Jan 2002, 10:16 PM
I was about to give you a suggestion for a new rocket launcher type!!! DAMNIT!!!

13th Jan 2002, 08:14 AM
I'm already planning Rockets UT 2.0 so any suggestions are welcome.

Implemented so far:
Laser-Guided Missile
- follows the red dot emitted by the rocket launcher

Plasma Rocket/Grenade
- explodes with large blast radius and momentum but only little damage (I think this is similar to what Nemephosis suggested)

13th Jan 2002, 12:08 PM
If you've played Halo on X-Box, let me put it short and say something like the needler. If not, here's a description. It fires fully automatic fairly fast, shoots tiny little things that home in on people (which would be the rockets), they attach themsleves to people, and detonate after 2 seconds with very slight damage. now here's what makes it so cool. If one attaches to someone and then another one does, the detonation time resets and the damage gets doubled. If you get another one on a person, it doubles again. With four, doubled yet again and so on. it has a clip of 20 to prevent people sitting there nailing (needling) someone with it.

Pretty cool huh?

17th Jan 2002, 12:36 PM
Sounds good. I'll see if I can implement it.

Anyway, here is the final version of Rockets UT:
RocketsUT.zip (http://www.koehler-homepage.de/Wormbo/RocketsUT.zip) 3.9 MB
And a RAR version which is significantly better compressed than the ZIP file:
RocketsUT.rar (http://www.koehler-homepage.de/Wormbo/RocketsUT.rar) 3.0 MB

regularX just uploaded the ZIP file onto his server:
RocketsUTfinal.zip (http://www.webcosa.com/public/RocketsUTfinal.zip) 3.9 MB

Have fun playing!

22nd Jan 2002, 05:13 PM
hey wormbo this doesnt really have anything to do with rockets (i just knew you would check this :) ) i wanted to say congrats on the exellent mods (rockets and arena match) what others did you do as i have nearly every mod and im sure i have them.:D

24th Jan 2002, 04:28 PM
Well, thanks.

I already have a new feature for Rockets UT: a volatile ammo mutator (http://members.tripod.de/easwormbo/RocketsUTVolatileAmmo.zip). (22 kB)

24th Jan 2002, 05:14 PM
jeez man slow down! with my connection by the time i finish dl'ing the last on you have a new mod/feature/version out! :p

24th Jan 2002, 05:19 PM
Calm down, it's only 22 kB. Even with a 9600 bit/sec modem this would be quickly downloaded.:D :rolleyes:

5th Feb 2002, 04:43 AM
Rocket UT rules, when is v2.0 ready?

5th Feb 2002, 09:55 AM
I think I mentioned that somewhere else before: I don't know.

But Rockets UT 1.1 might be available soon. It will fix some graphical stuff and might have slightly better performance.

5th Feb 2002, 10:25 AM
Originally posted by Wormbo
I think I mentioned that somewhere else before: I don't know.

But Rockets UT 1.1 might be available soon. It will fix some graphical stuff and might have slightly better performance.

sorry, i just jumped in, into this thread and forum, only to speak u! :)

5th Feb 2002, 12:27 PM
Well if you're really interested in Rockets UT, read the other threads to Rockets UT at the Unreal Tournament forum (http://forums.beyondunreal.com/showthread.php?s=&threadid=90463&highlight=Rockets) and the General Editing forum (http://forums.beyondunreal.com/showthread.php?s=&threadid=90462&highlight=Rockets).

There is also a German thread (http://unreal.gcpro.de/ux.board/showthread.php?threadid=3749) about Rockets UT at the Unreal Extreme forums. (just in case)

Don't forget to check my homepage (http://members.tripod.de/easwormbo) for updates.

5th Feb 2002, 12:33 PM
and of course, to know more of the magic that is Wormbo ...

Attack of the Mutators: Wormbo (http://www.unrealtournament.org/content.php?p=feature&rec=23)


6th Feb 2002, 12:29 PM
Right, forgot that one. :D

Hey regX, did you take over UTO?

LOL! 3rd page!

6th Feb 2002, 02:10 PM
Originally posted by Wormbo

Hey regX, did you take over UTO?

unofficially ..... yeah :)


12th Feb 2002, 02:00 AM
Originally posted by RegularX

unofficially ..... yeah :)

Make that officially yes (http://www.unrealtournament.org)


12th Feb 2002, 05:07 AM
:D :tup:

19th Feb 2002, 01:17 AM
I'm afraid I haven't actually played your mod, due to UT being fscked from over-hacking (just learning to mod-dev meself). Anyhow, I've got some suggestions for interesting weapons, mainly stolen from other games.

Tag-gun - from Battlezone - a little bitty bullet shoots from your gun, taking almost no ammo - but its kinda hard to hit with, low rate of fire, not terribly quick (not slow either though). If it misses, nothing happens. If it hits, there's a one second lag then a big, wide spread of homing missiles flies out at the guy you hit. Its interesting 'cause its such a powerful weapon, but the player gets a chance to run away if he's tagged.

Phasebomb launcher - a variation on the old railgun weapons, this one's my own design, a mod I made in DOOM.
The original weapon was this - its a rocket launcher that shoots intangible projectiles. These phase-rockets don't hit anything - not people, not walls, not anything, they just blow up at a fixed range, and the explosion is quite tangible and real. The original had one fire button and was rapid fire to make up for its actual weakness of having a totally fixed range. With a better coding environment, the gun could be made much more functional - eg, it has a big explosion, but it must be charged up. The longer the charge, the longer the range. Or, the alt-fire cycles through a list of ranges. Trust me though, its a fun gun - the tactics of having to keep your opponent at a fixed range but not in your sight is quite interesting.

I assume you've played Rockets-Q3 - the rapid fire missile launcher in that mod is one of the coolest weapons I've ever played with. The arcing missiles, the long-burstfire style is quite neato.

A warning though, in case you havent - the high-impact/low-damage weapon in Rockets-Q3 is thoroughly useless. I suggest you not copy that thing.

There's the Armored Core Multimissile - it's a large unmanoverable homing missile that explodes into 4 small agile homing missiles just before impact - its weakness is that it has a minimum separation range, and that those 4 missiles come out at wide angles, so rushing forwards often defeats it.

Liero, the coolest 2d game ever made, has some damn good rockets
Larpa - simple but fun, its a rocket that drops a stream of bomblets as it flies
Bouncy larpa - good god that thing is chaotic. Reduce the room to complete mayhem very quickly.
Crackler - A bouncing grenade that shoots little particles in random direction as it bounces around the room
Grasshopper - A bouncing grenade that makes an explosion with every impact
Mini-Nuke - A very odd weapon - not really powerful enough to deserve the name, but still quite notable. It fires a big, obvious grenade that doesn't explode on impact with anything, people or otherwise. It has a fairly short fuse, but when that time runs out, it detonates into a bunch of smaller bomblets with the same characteristic non-volatitity. Still, when they blow up after their fuse times run out, they each pack quite a punch. This is a fairly rapidfire weapon, you can pound out 2 rounds about every 5 seconds. The weapon is less for attacking specific targets then for reducing an area to total carnage.
Blaster - A powerful rapidfire ballistic explosive that doesn't detonate on impact with people, only background. This would be a problem it if didn't (A) lob and explode on first impact, like the flak-shell and (B) blow up pretty big. Idunno, it was interesting to play with.
Bouncy-Mine - Just imagine if grenades bounced with 100% conservation of kinetic energy, and lasted forever. That's a bouncy mine. I don't suggest making them last forever, but applying 100% energy conservation + a long fuse might produce interesting results.
Really, I think the liero weps with the most possibility are the Mini-nuke and the larpa - maybe have them combined into a single weapon?

Anyhoo, just throwing these ideas out to you.

20th Feb 2002, 10:32 AM
The only thing I don't like is how you talk about the Bazooka Q3 Concussion missile. Try playing with that on Q3DM19. I'm sure you'll like it then... :)
I'm saying this because that missile is already planned as Plasma Rocket for v2.0 and will be quite useful on maps with hazzards like lava, slime pools or on "space maps" (like Facing Worlds) when combined with the "Who pushed me?" mutator I might be releasing soon.

That Armored Core Multimissile you mentioned is very similar to the Cyclone missile of Descent 3 which is already implemented in Rockets UT. That's a non-homing missile that explodes into 6 smaller homing missiles after about half a second.

I was thinking about that Missile Pod (that's the correct name of the rapid firing missiles in Bazooka Q3) before, but I don't know, how to do it with the animation sequences available for UT's rocket launcher. :(

The mini-nuke sounds pretty interesting, the Earthshaker missile should feel familiar. (except for the range)

I really like the suggestions I got so far (one of them being a telefrag rocket, I like this one most). I got tons of ideas for new rockets, most of them from here and the Unreal Extreme forums. I guess I could compete with U4e when I really made all of those weapons. :) (I didn't plan to do so in the first place, but you never know...)

20th Feb 2002, 10:04 PM
Really? I'd have thought UT would be even better for animating the missile pod - the missile pod has an unknown, unmentioned "ammo tank" that can hold up to, I think, 4 or 6 shots. Dunno how much exactly. By firing, it empties out this tank one at a time. When not full, the tank is constantly refilling. The UT rockets' "loading rockets" animation would be perfect for showing the player that the missile pod is filling its pod back up - so when it stops loading, that means the player has a full burst available.

Still, I guess I can see the problem of the firing animation maybe not looking good for rapid-fire weapons, or what happens if its halfwaythrough a "load" when the player tries to fire. Idunno.