AliensINV

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EvilDrWong

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Jun 16, 2001
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Ok, interim update time. This is just the .u, so anyone who doesnt have the rest of the package will have to scour this thread for it. Im know there are issues that need to be resolved, but i figured i should at least give you guys something since i missed my christmas deadline. (Sorry! :( )
This update is almost exclusively a Drone only update. A few of the new properties trickled down to the queen, but i havent made any specific changes to her, so dont expect anything new in that department.

Changelist (that i can remember):
* Tried to fix up some of the issues with crouched movement not allowing them to jump off ledges when necessary
* Retooled the attack animations. They now have a bit shorter 'windup' time and the actual 'contact' only happens when it looks like it should
* Added an idle crouching pose. Its not the best, but i think it looks kinda slick
* Xenomorph drones will now (FINALLY) drag themselves across the ground if you blow off both of their legs. Theyre slow, but can still dish out as much damage, so dont think youre out of the woods (there are definite bugs in this, most of which i know about. But to be safe, make sure and post about any oddities you encounter.)
* Added crouching attack animations. They wont stand up to swing at you every time now.
* Lowered the range at which theyll stand up to punce you
* Replaced their double jump animations with the pelvic thrust. It shouldt ever happen, but sometimes the code will force them to... So you might occasionally see a drone fly across your screen humping air :p
* Lowered the drone's headshot multiplier from 3 to 2.25. This should make them a bit harder to kill
* Updated melee logic so a bug hitting you with a severed arm will do less damage than if it were to hit you with a complete arm (much better than the previous method of decreasing its damage by a set percent when it loses an arm)
* The bugs are now quite a bit quieter. If this is no good i can revert it. It bugged me that they were constantly making noise, so i limited their screeching to only when they attack, pounce, get hurt, or die. Again, if you guys dont like it I can change it back to the way it was.
* Decreased melee range by 5 units. Sometimes it looked like they shouldnt have been hitting you, so i changed it.
* Gave the drones an extra 5 health. Shouldnt change too much
* Losing arms doesnt impact their pounce damage as much now

If any of these changes rub you the wrong way Im willing to revert them (the best i can :p) Im going to keep working on the anims, as usual, so if something really sucks make sure to let me know how it should look.

And as always, suggestions suggestions suggestions!

Fallen Angel (and anyone else whose deriving a monster based off of these guys) I can give you the newest source if you want, or you can batchexport if if you feel the need. Ive added a bunch of new properties to ease any additions or modifications so you dont gotta copy and paste a whole function just to change one line.
 
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barnEbiss

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Jul 8, 2001
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um just tried out the new build :)
and like it so far :) I only have one little complaint, and that is the drones move to fast with out there legs. it's like be chased by a blurr. plz slow them down.

also will you be adding weapons?
 

EvilDrWong

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barnEbiss said:
um just tried out the new build :)
and like it so far :) I only have one little complaint, and that is the drones move to fast with out there legs. it's like be chased by a blurr. plz slow them down.

also will you be adding weapons?
ARG! :mad: Of course something like that shows up after i upload :p
Ill get right on it!
Yeah, ive got a few weapons in the works, but ive been holding off putting them out there cause a while back peoples were saying that theyd rather this just stay as a monster pack. Maybe if i can get some of the more noticable bugs fixed ill put them up with the next update ;)
 

ROFL 451

Twisted Mind
Dec 25, 2003
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EvilDrWong said:
ARG! :mad: Of course something like that shows up after i upload :p
Ill get right on it!
Yeah, ive got a few weapons in the works, but ive been holding off putting them out there cause a while back peoples were saying that theyd rather this just stay as a monster pack. Maybe if i can get some of the more noticable bugs fixed ill put them up with the next update ;)

Nice update! But, I think this bug was fixed, but i'll ask anyway. I use the map DRMKitchen to test the Aliens mute, because it has lots of open space and white floors to I can view the bugs better. Well, if you crouched when they pounced at you, they flew over your head. If you stayed crouched, they kept on flying over you, doing no damage. Oh yeah, and decrease their speed by half when legs are gone, plz. :eek:

Oh yeah, an fixing the jumping off ledges was great, that error bugged me a bunch.

P.S.
Do the Aliens suffer fall damage? If they do I think it might be good to scale it down, or remove it. An Alien can pounce and smash into stuff without being hurt, so he shouldn't take damage from a fall.

THanks for this way cool mute!

EDIT: Some animations for the facehugger would be cool. THe person did a great job skinning and modelling them, but with no animations, the little "scooter" makes me laugh, not scared. Oh yea, is the facehugger equpiied with a weapon? Redeemer damage with the range of shield gun should do, if they don't have anything good.

In AvP, I freaked at the sight of a facehugger, cause one hit one kill means alot. Make the facehugger be able to leap, too.

Sorry for the long list of demands, but just stating what could use some work. If you have trouble doing them, think of them as your new years resolutions! heh heh ;)
 
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EvilDrWong

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ignore that last update, heres a new one. I messed with their speeds a bit, so they dont shoot at you like a missile the second they lose their legs now. I also decreased their lift for when they pounce, with any luck they shouldnt pop over you when they lunge. They lose a quarter of their speed if they lose a leg now, instead of only losing 15%, that should make blowing off a leg a bit more rewarding. Ill increase the amount of speed they lose if you guys want, but for now i think thatll be alright.
re: Facehugger - Until i can get the mesh, or get another version of it, into 3dStudio Max, nothing can be done about animations for it :(

I hope this is ok... Ill be workin on all this stuff for the next couple days, so make sure and speak up if theres anything else youd like changed or added.

Next on the list: A new pounce animation, making them orient to the surface theyre walking on when crouched or dragging, beans.


edit: ROFL, ill scale down their falling damage a bit. Most of the maps where youll fall to your death have forced death zones anyway.. and it does kinda seem funny when you see one shoot over your head just to explode when it hits the ground ;) Definitely not what i remember from the games :p
 

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ROFL 451

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EvilDrWong said:
ignore that last update, heres a new one. I messed with their speeds a bit, so they dont shoot at you like a missile the second they lose their legs now. I also decreased their lift for when they pounce, with any luck they shouldnt pop over you when they lunge. They lose a quarter of their speed if they lose a leg now, instead of only losing 15%, that should make blowing off a leg a bit more rewarding. Ill increase the amount of speed they lose if you guys want, but for now i think thatll be alright.
re: Facehugger - Until i can get the mesh, or get another version of it, into 3dStudio Max, nothing can be done about animations for it :(

I hope this is ok... Ill be workin on all this stuff for the next couple days, so make sure and speak up if theres anything else youd like changed or added.

Next on the list: A new pounce animation, making them orient to the surface theyre walking on when crouched or dragging, beans.


edit: ROFL, ill scale down their falling damage a bit. Most of the maps where youll fall to your death have forced death zones anyway.. and it does kinda seem funny when you see one shoot over your head just to explode when it hits the ground ;) Definitely not what i remember from the games :p

Yeah, I think this update did it. They were still shooting over my head with the update b4 this one. They still crouch on ledges, though, but it looks much cooler now. :lol: Kinda creepy actually. :eek:

On the screenshot, don't mind the red dot, it's the laser scope on the chaos sniper rifle.
 

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barnEbiss

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Jul 8, 2001
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Ok thanks for fixing that ;)

Now here are my main complaint and what needs fixed :)

1. Aliens crawling across the ground, some of the time is ok. But when around 10 aliens are coming towards me crawling that is too much. Aliens should only crawl when they are in air ducts and have to crawl and only some of the time when they aren’t in airducts . but you are getting close to having them perfect :)



Also will you sometime be replacing the motion tracker?


And I have had about 4 aliens come slideing towards me crouched :hmm: is this a bug? aliens should not slide forwards and attack me :D
 

EvilDrWong

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They crawl when you blow off their legs... I suppose i can up the limb loss threshold, might alleviate most of their crawling fits. I know where youre coming from with the crawling though, they seem to like it more than walking ;) I think i might have made a mistake though, when adding that... Right now they decide to crawl when they take damage: if theyre missing a leg and a random check passes. So if you blow off one of their legs you can keep pelting them with a single point of damage and eventually theyll start crawling, whether or not you rip their other leg off... Meh, itll get fixed, no worries ;)
Replacing the motion tracker would require me to make a whole new gametype (cause its a part of the Invasion HUD) which is... kinda overkill for one little feature, even if i think that an AvP styled motion tracker would totally rock socks. ;) Maybe one day...

Hmm... I dont know about the sliding... Im gonna blame Epic's placement of the movement animation code. Its been causing me major issues from the get go, so ... yeah, their fault ;) If it happens again would you mind PlayersOnly'ing the game and checking the bug out? (you know the drill, viewclass EDWAlien, showdebug) Either theyre getting tied up trying to decide whether to stand or crouch or their DesiredSpeed is getting set too low...
 

RCvie

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Jan 2, 2004
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Smoke39 said:
Looking better, but I think you could still have his hips more directly above his feet. Keep in mind that he also has a tail to help ballance.
I'm not trying to blow smoke up your arse Doc, but what he said ^.

Sorry needed to be said.

And I'm playing invasion with Class weapons mutator and the aliens must have chosen a class because they're shooting at me. And the face hugger lept at me and it didn't hurt but then I couldn't shoot it.
Haven't tried the new patch though.

And if you can direct me to a tutorial that shows a beginer how to attach bone and animations to a mesh I'll give the face hugger a go. Then I'll also be able to make this egg I've done open.

And about the motion tracker, in the WOE weapons pack the Fyrian gun has a screen on the model that updates the ammo and rate of fire. As a coder you might have better luck at adapting it as a tracker. I use the Fyrian as a replacment for the Rail-gun.
 

EvilDrWong

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RCvie said:
I'm not trying to blow smoke up your arse Doc, but what he said ^.

Sorry needed to be said.

And I'm playing invasion with Class weapons mutator and the aliens must have chosen a class because they're shooting at me. And the face hugger lept at me and it didn't hurt but then I couldn't shoot it.
Haven't tried the new patch though.

And if you can direct me to a tutorial that shows a beginer how to attach bone and animations to a mesh I'll give the face hugger a go. Then I'll also be able to make this egg I've done open.

And about the motion tracker, in the WOE weapons pack the Fyrian gun has a screen on the model that updates the ammo and rate of fire. As a coder you might have better luck at adapting it as a tracker. I use the Fyrian as a replacment for the Rail-gun.

Dont worry about blowing smoke up my ass, id rather get hassled a bunch and make it right than half ass it with no feedback at all :)

I dont know of any tutorials off the top of my head, but ill look around for you. What program are you using?

Itd be way cool to do something like that for the motion tracker... but again, with the radar already there and no easy way to get rid of it, itd be a bit redundant in normal Invasion. There are alternatives, but thatd draw us closer to the Cease and Desist order that i really dont want to receive :(
 

RCvie

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Jan 2, 2004
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that smoke comment was more a pun than anything else.

I'm using max.
It would be good to use the tracker in other modes like CTF or team deathmatch.
 

Fallen Angel

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RCvie i think you are yousing the VERY first alienINV - with the Wyrm horde control - don't use the Alien monster - use the XenoMorph - and then you'll have no bugs shooting at you




and guns? where the guns? =p - btw doc , i got some1 else to download that rar , they said all 3 files were there =/

might be you're winrar
 

barnEbiss

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Jul 8, 2001
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Itd be way cool to do something like that for the motion tracker... but again, with the radar already there and no easy way to get rid of it, itd be a bit redundant in normal Invasion. There are alternatives, but thatd draw us closer to the Cease and Desist order that i really dont want to receive


Ok well then maybe some other time then ;)
just work on the aliens and maybe afew weapons :D
 

Akalamanaia

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Dec 19, 2003
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i would cheer in joy when i would see motion trackers and that classic bleeping sound...atleast motion tracker in hud...(20 meters is by the way the lenght it tracks). Because the Ut2003 one first of all, doesnt let me know if the target is behind the door or a floor under, while a beeping sound what, would tell is the target closer or longer(Ala Aliens)
 
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