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Vehicles implemented in U1 / UT99 should be gotten into INF

Discussion in 'Infiltration Development' started by barnEbiss, Mar 18, 2008.

  1. barnEbiss

    barnEbiss Member

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    vehicle mod for unreal and UT99 thread.
    http://forums.beyondunreal.com/showthread.php?t=174705



    I have played the above mutator vehicle mod and it works just great. The vehicles handle better then the UT2k4 vehicles and include classes for both boats vehicles and aircraft.

    Would anyone be interested in working on implementing vehicles into Inf using that mod?
    Inf for me still has the best Bot combat of any game that I have played and to have vehicles working in it would be sweet. Also would finally give a use for the AT4 weapon that is in INF :p
     
  2. Midwinter

    Midwinter sneaky bastard

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    The problem is that I don't think there are a lot of maps which would allow the use of vehicles. Still, I wouldn't mind giving it a try if someone added them ;)
     
  3. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    They already work with INF, you just have to spawn it by console...but the real problem is: you can´t exit the freaking vehicles! I´ve tested them in vanilla UT and Strike Force, the bots get in and make a mess, and you can exit by pressing ThrowWeapon key (semicolon by default?) although in INF, pressing ThrowWeapon, throwAmmo and any keys doesn´t make you exit the vehicles... but they run and shoot and pwn everything! You could easyly use a raptor in Road to kandahar heheheh

    Ohhh, the other prob is the models scale (even the raptor seems like those gigantic trucks for dam constructions...); maybe some coding (for the exiting issue and weapon tweaking) and a reskin could transform them in some Bradleys and humvees for our enjoyment!... And they would certainly help with those gigantic unreal COOp maps!
     
    Last edited: Mar 25, 2008
  4. Carpetsmoker

    Carpetsmoker Nexus-6

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    I think we need to ask ourselves "Do we want vehicles in infiltration?" before asking "How will we implement vehicles in infiltration?".
     
  5. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    For online fun its valid... and as I said, some gigantic COOP maps could use them, for transport sake (from spawnpoint to main section of the map, would save countless minutes of running...)

    I just wonder why only INF "locks" the player inside the vehicles...
     
  6. Stinkmarder

    Stinkmarder [JgKdo]

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    Indeed, something like an ATV could be quite useful on certain Coop maps.
     
  7. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Well if vehicles would be implemented they would naturally have to be realistically modelled, skinned, animated, etc. and all the coding for realistic movement and weaponry (if the vehicles are too be armed). I think having light soft skin vehicles ingame and possibly light armour like a Bradley would be damn good, there is of course issues of getting them into maps without modding them. Getting out would be simple enough to just code in a specific Exit key or combo when coding the vehicles.

    It's a great idea, and i support it fully, but i sadly doubt it'll happen since almost nobody plays INF online anymore and most if not all people with the skills are looking towards INF3, and most probably aren't interested in making a mutator that'll be lost in 6 months - year after release, especially since it'll require all the work of making a weapon from scratch if not more.
     
  8. Silver_Ibex

    Silver_Ibex Member

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    As a test I exported the Inf Hummer deco mesh, gave it an interior, and set the steering wheel to turn properly with the driving direction, though it is far from done, still needs a proper texture inside and a way to show the players sitting in the seats, and I would like to have some way to let the players shoot their own weapons out the windows.

    I am going to finish my new giant terrain map first before I play more with the hummer, but it is doable and not that hard to get the basics working, we should all write .:.: and let him know we appreciate his work so he continues to refine the code, perhaps he will add more advanced passenger implementation.

    First pic is the hummer driving around
    Second pic is the view from the drivers seat looking back into the cab, to show how interiors do work.
     

    Attached Files:

  9. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Silver, its already an outstanding work (for INF standards), but you may release it when you fill confident bout it! ;) (that gigantic map you´ve said is for INF too? You terrain tech is wonderfull, quite realistic for UT standards...)

    Btw, could you tell us which would be the console code to enable the INF player to leave the vehicle, or it really needs some serious coding?
     
  10. Silver_Ibex

    Silver_Ibex Member

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    Looks like it has to do with the way the Inf player pawn handles the toss weapon function

    When you enter a vehicle, each seat is handled as a weapon item that is given to the player sitting in it, when you change seats or leave the vehicle the “DropFrom” function in the weapon seat code is used to branch off to another function

    If the player was driving it calls the
    DriverLeft function in the Vehicle that the seat belongs to

    If the player was a passenger it calls
    PassengerLeave(SeatNumber) function in the Vehicle that the seat belongs to
    Code:
    function DropFrom(vector StartLocation)
    {
    	if( bPassengerGun )
    		VehicleOwner.PassengerLeave(SeatNumber);
    	else VehicleOwner.DriverLeft(False);
    }
    
    When it is done, the map will be playable in Inf.
     
  11. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Ohh, I´ve tried to change the line

    VehicleOwner.DriverLeft(False)

    to
    VehicleOwner.DriverLeft(True)

    But the game crashes when I try to summon the vehicle... is there other way to make me left the vehicle?
     
  12. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Silver, that map is outstanding, and the interior is really, really good for what INF has already. Perhaps i read you wrong but did you say you might actually consider implementing this properly into INF once your terrain map is finished? Oh happy day!
     
  13. chuckus

    chuckus Can't stop the bum rush.

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    I say make it into a coop campaign. SKARRJ IN KANDAHAR!
     

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