UE3 - UT3 Lost so far..

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Median12

Mapper
Sep 18, 2012
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meettomy.site
I have gone back to working with UT2004 and decided to continue my Single-Player Mod, Occupant17 from maybe 7 years ago..

I downloaded the OSMT (Old Skool Monsta Toolz v1.53) to save time on the NPC's... as scripting/triggering them is a pain and takes up so much time. Half the time they just run the first couple of animations and then wait to be shot!

I changed mesh's on OSMT's SuperSkeletal mesh character to other's from UT2004 and in the editor it looks okay but it reverts back to the skeleton mesh in-game which is odd. Also the skins cannot be changed.

I don't want to pull OSMT apart, change .u files and such.

The Skaarj NPC's change fine but lose any weaponry which is very annoying.

(I have an idea it's from the INVASION aspect of the NPC's but I could be wrong)

Has anyone an idea why the mesh's/skins cannot be altered?


This is using v3369 on the UT2004 Editor
 
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Median12

Mapper
Sep 18, 2012
133
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18
Usa
meettomy.site
Something in the log ..?

SmartSkeleton uses the whatever you add as *goodies* in the AI list but I forgot about the Scripted Characters! Is such my bad man :)

They refuse to shoot the Ballistic Weapons, which is VERY annoying............

No Smart Character will shoot a another Mod weapon.. the BWBP People have no manual ...so considering I am never going to mess with their .u or such I am on my a$$.

I am obviously going to credit them because their weapons are 'something else' but i'll NEVER pick their scripting apart.

If anyone knows their Mutator "x.game" name I would be so grateful.

I live in England and used to live in France to a while. I am not French, am English.

I got my old P3 back a couple of months ago and the Occupant17 mod was on it. I have decided to release it with different characters from the original UT2004.

Me being not in the games industry it is difficult for us people to find a different way to make a Mod, whatever it is.

I am trying to change character's into such new NPC's to see if I can, not to look cool or that stuff.. just to see if it could happen.
 
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VendorX

Member
Aug 2, 2010
231
7
18
BXL/Paris
...
They refuse to shoot the Ballistic Weapons, which is VERY annoying............

It must be something messed up between weapon logic and Bot - check AI section.

No Smart Character will shoot a second Mod weapon.. the BWBP mod have no manual ...so considering I am never going to mess with their .u or such I am on my a$$
Don't understand ...

If anyone knows their Mutator "x.game" name I would be so grateful.
As above ... Try to explain the details.
 

Median12

Mapper
Sep 18, 2012
133
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18
Usa
meettomy.site
You offer the goodies from OSMT and they shoot the original UT weapons fine...........

BUT you try and goodie the Ballistic weapons, they shoot but nothing comes out

x.game is what you do in Level Properties...............xgame.deathmatch etc or CTF
 
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VendorX

Member
Aug 2, 2010
231
7
18
BXL/Paris
You need to know how the way these 'goodie' are added to the weapon - the logic ...
... put some logs and see what it say.
... show some code.

As for Mutator "x.game": whose mutator you are looking for?

Second: actually, it's a xGame.xDeathMatch not 'xgame.deathmatch'
... and it's a game type.

Ps: maybe you're English, but I can barely understand you ...
 

Median12

Mapper
Sep 18, 2012
133
3
18
Usa
meettomy.site
Sorry man I meant the smart bots or characters (OSMT) shoot the basic UT2004 weapons fine but not the Ballistic weapons, log says they do ..........adding the log file to this post is irellivent ............

log says as always .......basically NPC fired weapon.

BUT I used the Ballistic weapon mod to fire the weapon...(different weapons) and bot had it in their hand and such, log showed me that.

x.game sure is not a Mutator as in xgame.Deathmatch..I know that

BUT coz there is no manual to BWBP I cannot make unrealEd work off the Ballistic Weapons mod, as then the NPC's would properly fire their weapons.

The AI in properties is set. You cannot change anything man apart from health/weapons/such and such either to be dropped after death.. or their own weapon.

I might have to mess with their .u file which I think is not good. Actually messing with someone's Mod is a no.

My aim is to make my OSMT bots fire Ballistic Mod weapons, might be wrong considering it's 2 Mods doing the same thing, you understand?

So far they have the weapons and they go bang but nothing shoots me, is so odd

I have been using UnrealEd since it was born. Messing with Mod's I will not do hopefully coz they are made by a very good scripters and so forth.

My only problem is making the blimming OSMT bots fire Ballistic weapons.

I know they can eventually :)
 
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VendorX

Member
Aug 2, 2010
231
7
18
BXL/Paris
Rhetorical question: If you don't want to 'mess with their .u file', then how do you want to fix anything ?

On topic:
Apparently, BW is using different approach to assign projectiles types in their WeaponFire classes, so you have no choice but export BW script and start codding.

Wish you luck.