Support For ONSlaught.GameType

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vynum

New Member
Oct 30, 2004
15
0
0
I am planning on making at least 4 maps that will encompass alot of highways and your vehilces would be great in my maps. However, I wanted to place them in the ONSlaught.GameType.

Is there any chance you guys could encorperate an ONSlaughtVehilceFactory?

One more question. I haven't downloaded the mod yet or any maps and I was wondering how did the Map developers make the roads on the terrain? Exactly what method was used?

thanks,

vynum
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
vynum said:
I am planning on making at least 4 maps that will encompass alot of highways and your vehilces would be great in my maps. However, I wanted to place them in the ONSlaught.GameType.

Is there any chance you guys could encorperate an ONSlaughtVehilceFactory?

One more question. I haven't downloaded the mod yet or any maps and I was wondering how did the Map developers make the roads on the terrain? Exactly what method was used?

thanks,

vynum

Wow. This thread is particularly similar to one you posted before...
 

stevenhorton

Not of this World
Jan 9, 2004
688
0
0
69
Central USA
home.mchsi.com
I have already started converting some of my vehicles to a ONSWheeledCraft sVehicle, they seem to be faster:p The problem is you lose the follow camera, so you are back to moving your view to follow the vehicle:(
 

vynum

New Member
Oct 30, 2004
15
0
0
Hi guys, thanks for responding. I really loved the Gorilla Hover Craft by Wicked Penguin, and had tried countless times to get in contact with him, failing of coarase. So, I had to make an ONSVehicleFactory myself along with the help of another great programmer. Here is the thread over at atari if you want to take a look. Here is the code if for some reason you can't browse to that link:

Code:
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class [color=aqua]ONSGorillaFactory[/color] extends ONSVehicleFactory;

defaultproperties
{
     RedBuildEffectClass=Class'[color=aqua]Onslaught.ONSHoverBikeBuildEffectRed[/color]'
     BlueBuildEffectClass=Class'[color=aqua]Onslaught.ONSHoverBikeBuildEffectBlue[/color]'
     VehicleClass=Class'[color=aqua]Gorilla.ONSGorilla[/color]'
     Mesh=SkeletalMesh'[color=aqua]ONSGorilla.Gorilla[/color]'
}

Everything in aqua is what I changed.

Now I know that none of the vehicles in UNWheeled has no guns, but placing them in ONS for now would be great as the guys could use them to get from point A to point B. Of coarse the Amor will have to be beefed up a bit along with water damage. Now the modelers of the vehilces could, I guess very easily put two small guns, nothing fancy on either the hood, or roofs of the vehilces. and make it so that map authors could easly change in the Factory's Default Properties, change the weapons to their liking and needs.

There will be a HUGE plus if you guys do this. Rightnow ONS has a pretty large audiance, as does the VCTF community. This I hope would spread more awareness of UNWheeled and get other map desingers involved in making more UNWheeled maps. I already have some terrific ideas for some maps that would be great for UNWheeled but wouldn't do justice for an ONS map. Also vica verca.

vynum
 

Shrimp

Seafood splatter
Jan 13, 2003
740
0
16
41
Deep in South Africa
shrimpworks.za.net
Unfortunately it's not as easy for UW, since our vehicle classes have a huge amount of code in them, all specific to UW. You can try to summon an UnWheel vehicle in ONS and drive it around a bit, you'll quickly find several problems.

Nothing short of re-implimenting every vehicle as ONS vehicles, or a large update to the UnWheel code will get them info ONS.

The most practical way at the moment would be an UnWheel update, since there are also several bugs to be fixed and features to be added at the same time :).
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
Shrimp said:
Unfortunately it's not as easy for UW, since our vehicle classes have a huge amount of code in them, all specific to UW. You can try to summon an UnWheel vehicle in ONS and drive it around a bit, you'll quickly find several problems.

Nothing short of re-implimenting every vehicle as ONS vehicles, or a large update to the UnWheel code will get them info ONS.

The most practical way at the moment would be an UnWheel update, since there are also several bugs to be fixed and features to be added at the same time :).

and I've got several maps to put in too
 

Shrimp

Seafood splatter
Jan 13, 2003
740
0
16
41
Deep in South Africa
shrimpworks.za.net
Hmm, well after a bit of playing around, seems it'll be a bit of large-ish changes need to be made to the UWSCar base class. A simple mutator or something won't work.

It'll be fairly simple to put into a proper UnWheel patch though...
 

JACK SH!T

Evil Genius in a Nutshell
Sep 2, 2004
575
0
0
Shrimp said:
The most practical way at the moment would be an UnWheel update, since there are also several bugs to be fixed and features to be added at the same time :).
Yeah, what he said..... UW update
:404:
 

stevenhorton

Not of this World
Jan 9, 2004
688
0
0
69
Central USA
home.mchsi.com
I have a couple of my vehicles in ONS setting that can do a mile in under 15 seconds, I also have animated suspension working on one of them;) I do have a odd problem though, as the speed increases, the car becomes a low rider:p
 

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