UT2kX Yet Another Real-life Mod Beta [March 17 2008][DL][version 126]

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meowcat

take a chance
Jun 7, 2001
803
3
18
New version uploaded on May 4th. See first post.
 
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meowcat

take a chance
Jun 7, 2001
803
3
18
A few early/alpha screen shots of a CTF map taking place along a shoreline and boat graveyard. Hopefully a version ready for some beta testing will be ready to go by the end of this week!

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[EDIT] Alpha version of the map for testing is available here. The battle for the flags takes place among the rusting hulks of fishing boats. Each flag base is situated in the partial hull of a large boat. Each team must navigate through the shallows, hulks, and switch grass to retrieve the flags. Map is suitable for 8-14 players. It was specifically scaled for YARM. Rough Bot support is set up (no defense points yet).
 
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Blade_hunter

Unreal tournament mod dude
Jan 23, 2008
346
1
16
Is there a possibility to use the leaning moves with a separate mutator please ?
Because it would be fun to use just the leaning with classic UT weapons and such
 

meowcat

take a chance
Jun 7, 2001
803
3
18
Leaning moves could be made as a separate mutator but would most likely break compatibility with other mutators as leaning requires a custom pawn class (since weapon fires use a function in the pawn class to determine where to begin shots from: EyePosition() ).
 

Blade_hunter

Unreal tournament mod dude
Jan 23, 2008
346
1
16
That means we need to make it compatible with the specific weapons then, if I understand well ...
 

meowcat

take a chance
Jun 7, 2001
803
3
18
Not necessarily specific weapons, but it could definitely have unintended consequences with other mutator combinations where the pawn class is replaced (eg: some of the BW mutators, TAM (I think), Chaos etc.). That is why I included the option in a few of my YARM mutators to toggle using the YARM characters.
 

Crazystars

New Member
Sep 20, 2009
2
0
0
Yet Another Real life Mod Beta March 17 2008DLversion 126

Looting animals should give you FOOD, that isnt cooked yet, and no money should be in the game at all. Adding food to fire would make it replenish your health more than it would raw.
 

meowcat

take a chance
Jun 7, 2001
803
3
18
Here is some quick explanation of how to use the "Experimental" Parkour Pawn with Mirror's Edge movement abilities.

To use the Parkour pawn you have to play with the 'YARM Weapons' mutator and type 'mutate MirrorEdgeMe' in the console (without quotes) after you close the player select window (the command changes your pawn class to the test parkour pawn). If done correctly you will receive a message that says you will respawn as a parkour pawn.

The test parkour pawn in yesterday's YARM version can only Zipline, ledge hang, climb up from ledge hanging, grab ledges while falling, low slide, roll when landing, long jump, and vault obstacles. Right now it is very experimental (eg: lots of code bugs to still work out, it will not work in network games yet as I do not have all of the correct information being replicated, and I still need to add the climbing and vaulting animations). All of the moves rely on just two keys (crouch or jump) and the direction of your movement. Here is a quick explanation of the controls:

Low slide: Press and hold the crouch button while running forward

Ziplining: Only works when maps are set up in a specific way using physics volumes with the correct name in the tag (must contain 'zipline') and have several interpolation points laying out the zip line path, given individual names and set in the physic volume's 'ExcludeTag' array in the order that makes up the zipline path. In the maps I will be releasing soon I used a static mesh as the zipline, then made the physics volume around the mesh (wide enough to encompass the pawn) and added interpolation points at even intervals along the static mesh model. When you jump into the volume you will automatically grab the line and begin sliding down. The crouch key drops you from the line.

Ledge Hang: Jump up at some ledge that can be reached at eye height when your pawn hits the wall. If you are not pushing forward your pawn will not try to grab the ledge. Once hanging off the wall, you can use the strafe keys to move left and right. The crouch keys drops you off the wall, jump leaps you in the direction you are facing.

Falling LedgeGrab/climb: If you are falling and trying to move forward when you hit a ledge you will either hang from the ledge or automatically begin climbing up it.

Vault: If you hit a wall/fence/object that is only a few Unreal Units (UUs) thick, in this case less than about 40 UUs, you will try to vault over it if the top edge is at or below your eyeheight and above your waist.

Climb: If you double jump at a ledge while looking at it or directly above, and hold the jump key, you will begin to climb up it.

Rolling: Hold the crouch key when landing from a fall. Note - In the version I released yesterday I had not yet reduced damage from falling by rolling, only the animation and playerview code is implemented (the version I'm testing now does have this feature).

Long Jump: Press jump while sprinting