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Nailing players to a wall when shot

Discussion in 'Programming' started by 1338, Oct 30, 2004.

  1. Max_Damage_uk

    Max_Damage_uk New Member

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    As I see it.

    A ragdoll is spawned for each client.
    The client then takes over controll of that ragdolls movement and position.

    I got the ragdolls to move in the same direction on each client by grabbing the ragdolls and moving them through a vector.

    All the clients see the same thing( a ragdoll flying through the air.)
    But the ragdolls are all owned by the seperate clients. I just gave all the clients the vector to move their ragdolls through.
    I only understand about 20% of this replication stuff.

    MAx
     
  2. Rythmix

    Rythmix New Member

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    So is the mutator coming along soon? This sounds incredibly cool.
     
  3. Max_Damage_uk

    Max_Damage_uk New Member

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    Testing it now online.

    I'll Have the Mutator in about a week.

    I'll put it on my 20 player server and give you the IP.

    We can have a stake out!

    ATM its like Insta gib.....but more insta pinned to the wall... :lol:
     
  4. Rythmix

    Rythmix New Member

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    When can we join the test server?! *waits in anticipation* :D
     
  5. Max_Damage_uk

    Max_Damage_uk New Member

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  6. Rythmix

    Rythmix New Member

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    BADA$$ :) now, what mod is this that its going to be in? anyway that throwing axe from the first stake.wmv movie will be available in this mutator too? or will that be for the mod?
     
  7. Max_Damage_uk

    Max_Damage_uk New Member

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  8. Glacian

    Glacian SquirrelKing

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    it'd be cool to have the bodies stay longer...fun for nailing them to the wall in interesting ways :D
     
  9. Rythmix

    Rythmix New Member

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    Mutator ready?
     
  10. Max_Damage_uk

    Max_Damage_uk New Member

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  11. pospi

    pospi New Member

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    smartass

    i mean, YOU DA MAN!!

    i always had problems with them being destroyed because theyd clip through world geometry. But this works great!
     
  12. Max_Damage_uk

    Max_Damage_uk New Member

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    Thanks m8,

    I'm adding a bloodpooler and antigib to this so the bodies dont gib when hit and a pool of blood expands around the body. Stakes hitting the walls now stick into the walls and floors.

    I just need to make the stake orientate to face the wall better. I'm making a gun model now.
     
  13. Rythmix

    Rythmix New Member

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    this was great fun last night! I wonder tho, can it be used as a non-instakill weapon? what happens when you turn the damage down? I was thinking like .....*stake*.. ow, *stake*..ow, *stake*..ow, *stake*.. PINNED!
     
  14. Max_Damage_uk

    Max_Damage_uk New Member

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    lol,

    Yes that works just fine.

    You end up with about 4 stakes in your head, running around. NOW that is funny.

    I also have it so the stakes in the walls can be picked up. :)
     
  15. Rythmix

    Rythmix New Member

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    Cool, now how about a non-arena type? so we can switch other weapons too, and if we run out of ammo on the nailer, we have to go run and pick some up from the ones stuck in the wall, or dodge other people stakes and pick them up and shoot them back.
     
  16. pospi

    pospi New Member

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    at least make it an option - i think this thing would work much better as a standalone weapon - but some will disagree so why not give the choice? easy enough to do.

    maybe the instant kill could be an option too, dont know how you feel about that.

    antigib is really really easy to do, in the damageType for the weapon all you need to set is:
    bAlwaysSevers=False
    bAlwaysGibs=False
    bNeverSevers=True

    and youre laughing
     
  17. Max_Damage_uk

    Max_Damage_uk New Member

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    Nice one pospi, thanks for your help m8.

    How about stakegun + throwing axe , taking say 3 hits to kill. both axes and stakes stick to the walls and can be picked up.

    I would have to put at least 1 ammo pick in the level.

    so ;

    instastake mutator(As is)
    stakereplace mutator(replaces a ut weapon)
    axestakearena(3 hits to kill)
     
  18. Rythmix

    Rythmix New Member

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    WOO! DRINKS ARE ON ME!
     
  19. pospi

    pospi New Member

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    How come use 3 mutators to do that?
    You could do it all in one, might be cleaner.

    In the mutator's FillPlayInfo(), you just add the required variables to the mutator config menus the usual way. put some descriptions for them in GetDescriptionText(). Give them a default value with defaultProperties.
    Then when it comes to your other classes, you just use if statements to change the weapon's behaviour etc, using

    class'MutatorClass'.default.variableName

    The defaults are automatically changed for you with those 2 functions in the mutator. That's always worked for me in the past. Someone may like to verify though. You may have to make the mutator a SimulatedProxy, not sure.

    I also find its nicer to put a config(something) in the class definition of your mutator so that all its settings are stored in their own INI file. Doesnt clutter up the user.ini that way.
     
  20. porkmanii

    porkmanii New Member

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    Only classes with "config(user)" in the class declaration would save their settings to the user.ini. Some examples are, the HUD(s), PlayerController, weapons, and the GUI. Unless you specify otherwise, mutators (and most other objects) save their config settings to the game ini (ie. UT2004.ini).

    And what's wrong with "cluttering up" the game ini? Better than cluttering up the System folder, in my opinion. In the rare occasions when you are going to edit your game ini file, it's easy to do a search for whatever it is you are going to edit.
     

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