i dont need anybody here to code this for me, but i would like to know based on your prior experience what and what not is possible for a mod in the game of UT.
ive had several ideas that im having someone make for me, and ive had several shot down already. i just want to know if theres some way to accomplish these goals that you know of, and to hear the best way to set about it in your opinion if someone were to make it.
these are the IDEAL settings, i could however settle for chopped or "lesser" versions of these. ill also present "ideas" to start with, but i really am a newbie to uscript and how UT works so its just fishing for ideas.
1.) Laser-Guided Ripper
Specifics?: A red laser projects path of the ripper until the ripper disappears. The laser grows noticeably dimmer from wall to wall. If the laser is intersected by an enemy player, the laser turns from red to a shade of green. A player can turn their own laser's visibility on or off. Players can not see another player's laser.
couldnt you set the laser to have the same "bounce" properties as the ripper projectile, except when it touches a player it stops, and when it touches an enemy player it turns green? with the same lifespan as the ripper projectile?
4.) Undetectable Feign Death.
Specifics?: When a player feign's death, enemy players cannot see that player's name when their crosshair is over him. The ability to walk over these players is determined by the server admin, default for this is yet to be determined. When feigning death, they also make the noise of a player dying, and fall in according fashion, with no kill message. Team mates of that player, however, can move their crosshair over the player and see his name.
not sure on how to start for this, but isnt there some part in the code that tells when a player will "stop" when they encounter another player, and when its "dead" and they can continue past it? is there any way to get around it if its hardcoded into the game?
5.) Advanced Skin Animation.
Specifics?: Similiar to the face on the DOOM HUD, a player's skin reacts to damage done to him, showing tattered skin, bloody face, etc. Smoothly if possible. Default skins only. 66 different faces, 17 different bodies, with 100 different transitions.
the only thing ive thought of for this is to create, say, 100 different versions of each skin allowed in tournament play, each worse than the other, and whenever a pulse or mini is applied to a player, each 1 HP it takes down switches skin to the next "level". for a splash weapon, it could switch, say, 25-50 "levels" depending on the damage done, and for hitscan no effect. possible?
6.) Score Creation.
Specifics?: A player accumulates points (does not affect outcome of any existing mod) that appear in the F1 screen, through the quality of his UT play. This will have to be done with a complicated number of If statements that add and multiply points based on the existing "score" of the player killed, model movement of both players, crosshair movement of both players, sequential kills (monsters, etc), number of kills before dying, weapon used, if the player is on land, in air, in water etc, and any other factor contributing to the overall "quality" of a kill.
any ideas on this?
thanks for anyone that takes the time to think this through with me, im just interested in seeing of possibilities people may come up with. =)
ive had several ideas that im having someone make for me, and ive had several shot down already. i just want to know if theres some way to accomplish these goals that you know of, and to hear the best way to set about it in your opinion if someone were to make it.
these are the IDEAL settings, i could however settle for chopped or "lesser" versions of these. ill also present "ideas" to start with, but i really am a newbie to uscript and how UT works so its just fishing for ideas.
1.) Laser-Guided Ripper
Specifics?: A red laser projects path of the ripper until the ripper disappears. The laser grows noticeably dimmer from wall to wall. If the laser is intersected by an enemy player, the laser turns from red to a shade of green. A player can turn their own laser's visibility on or off. Players can not see another player's laser.
couldnt you set the laser to have the same "bounce" properties as the ripper projectile, except when it touches a player it stops, and when it touches an enemy player it turns green? with the same lifespan as the ripper projectile?
4.) Undetectable Feign Death.
Specifics?: When a player feign's death, enemy players cannot see that player's name when their crosshair is over him. The ability to walk over these players is determined by the server admin, default for this is yet to be determined. When feigning death, they also make the noise of a player dying, and fall in according fashion, with no kill message. Team mates of that player, however, can move their crosshair over the player and see his name.
not sure on how to start for this, but isnt there some part in the code that tells when a player will "stop" when they encounter another player, and when its "dead" and they can continue past it? is there any way to get around it if its hardcoded into the game?
5.) Advanced Skin Animation.
Specifics?: Similiar to the face on the DOOM HUD, a player's skin reacts to damage done to him, showing tattered skin, bloody face, etc. Smoothly if possible. Default skins only. 66 different faces, 17 different bodies, with 100 different transitions.
the only thing ive thought of for this is to create, say, 100 different versions of each skin allowed in tournament play, each worse than the other, and whenever a pulse or mini is applied to a player, each 1 HP it takes down switches skin to the next "level". for a splash weapon, it could switch, say, 25-50 "levels" depending on the damage done, and for hitscan no effect. possible?
6.) Score Creation.
Specifics?: A player accumulates points (does not affect outcome of any existing mod) that appear in the F1 screen, through the quality of his UT play. This will have to be done with a complicated number of If statements that add and multiply points based on the existing "score" of the player killed, model movement of both players, crosshair movement of both players, sequential kills (monsters, etc), number of kills before dying, weapon used, if the player is on land, in air, in water etc, and any other factor contributing to the overall "quality" of a kill.
any ideas on this?
thanks for anyone that takes the time to think this through with me, im just interested in seeing of possibilities people may come up with. =)