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Apache Helo Vehicle Beta Test!

Discussion in 'Beta Testing' started by Eyegore, May 30, 2004.

  1. Wulff

    Wulff Bola Gun fun anyone?

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    Doesn't seem like the damtypes have been set up right, *whistles*.
     
  2. Eyegore

    Eyegore =================

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    Care to eloborate?
     
  3. Wulff

    Wulff Bola Gun fun anyone?

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    F3 my boy, kill some and press F3. What damtype relates to is how your kills are credited, simply said, you kill someone in a tank, the menu(F3) says you killed someone with a tank, or you killed someone with a rocketlauncher, the menu(F3) shows you killed someone with the rocketlauncher.
     
  4. Eyegore

    Eyegore =================

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    Why so it does -- I hardly ever look at that so I never thought to check that out:)

    Thanks for the tip - when the next version is released, that'll definately be on the list!!!
     
  5. Wulff

    Wulff Bola Gun fun anyone?

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    You also need to change some stuff with the RocketProj too, smaller drawscale, plus a greater speed. :D
     
  6. Fallen Angel

    Fallen Angel Artist in Training

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    I'm not sure if you ment this, but when fireing a rocket, a minigun tracer is made, as the rocket is fired. Intentional?
     
  7. Eyegore

    Eyegore =================

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    Yeah, looks like I need to reiterate that I'm not a coder:) I can do a little, but I'd rather spend the time modelling. McCann really helped me out a lot, but I don't want to impose for anymore help with this model - I know everybody here is pretty busy and it'd be a good experience for me to figure out. I have put the tracer issue in the known bugs and am trying to work out a solution for that (though that may never come...)

    I also fixed the damtype problem. Now when you make kills you get proper Atakapa credit:)

    Right now I'm really struggling to get a frickin hudoverlay to display my cockpit mesh in the first person...to no avail. I can't tell what the heck is going on with that; I have spent about 12 hours on that alone and still have no overlay. According to my logs, I'm spawning the mesh, but I can't see it. Anyway, I'll try for a few more then either ask someone to do it, or just forget about it for now and come back to it later...

    At anyrate, the overlay is about the last thing I'm going to work on for this model, then I really have to work on something else - I'd really like to learn to paint the cool metal skins - but I have no idea how they do that...
     
  8. Wulff

    Wulff Bola Gun fun anyone?

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    In case you forgot, I also did that part of the code, a bit of a bodged up job, I must confess, here's a solution, smaller, and faster, that should probably make sure you'll never see the primary projectile again, just overwrite it, and recompile.. *whistles*

    Code:
    //=============================================================================
    // rocket.
    //=============================================================================
    class RocketProj extends Projectile;
    
    var bool bRing,bHitWater,bWaterStart;
    var int NumExtraRockets;
    var	xEmitter SmokeTrail;
    var Effects Corona;
    var byte FlockIndex;
    var RocketProj Flock[2];
    
    var() float	FlockRadius;
    var() float	FlockStiffness;
    var() float FlockMaxForce;
    var() float	FlockCurlForce;
    var bool bCurl;
    var vector Dir;
    
    replication
    {
        reliable if ( bNetInitial && (Role == ROLE_Authority) )
            FlockIndex, bCurl;
    }
    
    simulated function Destroyed()
    {
    	if ( SmokeTrail != None )
    		SmokeTrail.mRegen = False;
    	if ( Corona != None )
    		Corona.Destroy();
    	Super.Destroyed();
    }
    
    simulated function PostBeginPlay()
    {
    	if ( Level.NetMode != NM_DedicatedServer)
    	{
    		SmokeTrail = Spawn(class'RocketTrailSmoke',self);
    		Corona = Spawn(class'RocketCorona',self);
    	}
    
    	Dir = vector(Rotation);
    	Velocity = speed * Dir;
    	if (PhysicsVolume.bWaterVolume)
    	{
    		bHitWater = True;
    		Velocity=0.6*Velocity;
    	}
    	Super.PostBeginPlay();
    }
    
    simulated function PostNetBeginPlay()
    {
    	local RocketProj R;
    	local int i;
    	local PlayerController PC;
    
    	Super.PostNetBeginPlay();
    
    	if ( FlockIndex != 0 )
    	{
    	    SetTimer(0.1, true);
    
    	    // look for other rockets
    	    if ( Flock[1] == None )
    	    {
    			ForEach DynamicActors(class'RocketProj',R)
    				if ( R.FlockIndex == FlockIndex )
    				{
    					Flock[i] = R;
    					if ( R.Flock[0] == None )
    						R.Flock[0] = self;
    					else if ( R.Flock[0] != self )
    						R.Flock[1] = self;
    					i++;
    					if ( i == 2 )
    						break;
    				}
    		}
    	}
        if ( Level.NetMode == NM_DedicatedServer )
    		return;
    	if ( Level.bDropDetail || (Level.DetailMode == DM_Low) )
    	{
    		bDynamicLight = false;
    		LightType = LT_None;
    	}
    	else
    	{
    		PC = Level.GetLocalPlayerController();
    		if ( (Instigator != None) && (PC == Instigator.Controller) )
    			return;
    		if ( (PC == None) || (PC.ViewTarget == None) || (VSize(PC.ViewTarget.Location - Location) > 3000) )
    		{
    			bDynamicLight = false;
    			LightType = LT_None;
    		}
    	}
    }
    
    simulated function Landed( vector HitNormal )
    {
    	Explode(Location,HitNormal);
    }
    
    simulated function ProcessTouch (Actor Other, Vector HitLocation)
    {
    	if ( (Other != instigator) && (!Other.IsA('Projectile') || Other.bProjTarget) )
    		Explode(HitLocation, vector(rotation)*-1 );
    }
    
    function BlowUp(vector HitLocation)
    {
    	HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation );
    	MakeNoise(1.0);
    }
    
    simulated function Explode(vector HitLocation, vector HitNormal)
    {
    	local PlayerController PC;
    
    	PlaySound(sound'WeaponSounds.BExplosion3',,2.5*TransientSoundVolume);
        if ( EffectIsRelevant(Location,false) )
        {
        	Spawn(class'NewExplosionA',,,HitLocation + HitNormal*20,rotator(HitNormal));
        	PC = Level.GetLocalPlayerController();
    		if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 5000 )
    	        Spawn(class'ExplosionCrap',,, HitLocation + HitNormal*20, rotator(HitNormal));
    //		if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) )
    //			Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal));
        }
    
    	BlowUp(HitLocation);
    	Destroy();
    }
    
    simulated function Timer()
    {
        local vector ForceDir, CurlDir;
        local float ForceMag;
        local int i;
    
    	Velocity =  Default.Speed * Normal(Dir * 0.5 * Default.Speed + Velocity);
    
    	// Work out force between flock to add madness
    	for(i=0; i<2; i++)
    	{
    		if(Flock[i] == None)
    			continue;
    
    		// Attract if distance between rockets is over 2*FlockRadius, repulse if below.
    		ForceDir = Flock[i].Location - Location;
    		ForceMag = FlockStiffness * ( (2 * FlockRadius) - VSize(ForceDir) );
    		Acceleration = Normal(ForceDir) * Min(ForceMag, FlockMaxForce);
    
    		// Vector 'curl'
    		CurlDir = Flock[i].Velocity Cross ForceDir;
    		if ( bCurl == Flock[i].bCurl )
    			Acceleration += Normal(CurlDir) * FlockCurlForce;
    		else
    			Acceleration -= Normal(CurlDir) * FlockCurlForce;
    	}
    }
    
    defaultproperties
    {
         FlockRadius=12.000000
         FlockStiffness=-40.000000
         FlockMaxForce=600.000000
         FlockCurlForce=450.000000
         Speed=500000.000000
         MaxSpeed=500000.000000
         Damage=90.000000
         MomentumTransfer=50000.000000
         MyDamageType=XWeapons.DamTypeRocket
         ExplosionDecal=XEffects.RocketMark
         LightType=LT_Steady
         LightEffect=LE_QuadraticNonIncidence
         LightHue=28
         LightBrightness=255.000000
         LightRadius=5.000000
         DrawType=DT_StaticMesh
         StaticMesh=WeaponStaticMesh.RocketProj
         CullDistance=7500.000000
         bDynamicLight=True
         AmbientSound=WeaponSounds.RocketLauncher.RocketLauncherProjectile
         LifeSpan=8.000000
         AmbientGlow=96
         FluidSurfaceShootStrengthMod=10.000000
         SoundVolume=255
         SoundRadius=100.000000
         bFixedRotationDir=True
         RotationRate=(Roll=50000)
         DesiredRotation=(Roll=30000)
         ForceType=FT_Constant
         ForceRadius=100.000000
         DrawScale=0.00000001
         ForceScale=5.000000
    }
     
  9. Eyegore

    Eyegore =================

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    Thanks Wulff!
     
  10. Fallen Angel

    Fallen Angel Artist in Training

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    Congratulations for making it to the finalists Eye. =)
     
  11. Postal

    Postal I apear to have lost my pin.

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    Congrats
     
  12. Eyegore

    Eyegore =================

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    Thanks - I really wasn't expecting anything to happen. I'm just glad people like it enough to even bother to play with it.
     
  13. Fallen Angel

    Fallen Angel Artist in Training

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    always use it ^_^
     

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