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First person weapons for MCoop

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: Semfry, ividyon

Are you interested?

Yes
24
92%
No
1
4%
Maybe
1
4%
 
Total votes: 26

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 16 Dec 2012, 14:58

I'm trying to implement strafing animations for the skaarj, but for some reason the strafing animations won't loop, so it looks like the skaarj is sliding. I have the right animations set in PlayRunning and TweentoRunning. I took code from UT to make sure the problem wasn't because of mine, and the same thing happens. What's confusing me is that other animations will work in place of the strafing animations. I remember the same thing happening with an early MCoop predator that I stopped working on, only the problem was with the running animation.

After doing things I thought would be way more difficult, this is pretty annoying. Why would one animation play when another wouldn't?

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: First person weapons for MCoop

Post Posted: 18 Dec 2012, 00:45

Checked also Oldskool's SkaarjTrooper player code? That one had the proper strafing animations. But welcome to the dark side of animations fucking up for no reason in Unreal.
ImageImage

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 29 Dec 2012, 01:52

I still haven't found a way to fix that problem, but I've been adding some of the different skaarj from the mothership levels, like the ice skaarj berserker and various cryoskaarj. Are there any other modified pawns from Unreal I should add?

User avatar makemeunreal
Banned Banned
Posts: 1294
Joined: 20 Mar 2011, 09:20
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Subject: Re: First person weapons for MCoop

Post Posted: 29 Dec 2012, 07:12

Queen :D
Qtit's titans.(alternate pawns)
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: First person weapons for MCoop

Post Posted: 29 Dec 2012, 11:51

I'm pretty sure that anim problem is never going to be fixed unless hax
And no, besides the Mothership special Skaarj, there are no other interesting variations of existing creatures in Unreal.
ImageImage

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: First person weapons for MCoop

Post Posted: 29 Dec 2012, 12:06

I can reimport the skaarj for you, this could fix the problem.

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 29 Dec 2012, 17:05

Thanks Qtit, I really appreciate the help. Is there anything I need to give you?

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 450
Joined: 02 Feb 2010, 12:55

Subject: Re: First person weapons for MCoop

Post Posted: 29 Jan 2013, 23:33

bump?

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 30 Jan 2013, 01:29

I don't have much to report. The predator and spinner animations aren't suitable for weapons, so I'm probably going to make new ones. The space marine pawn is working well so far, and I was able to give it accurate teleport effects (same for the queen). The mercenary shield effect is now visible in first person. The queen, titan, and warlord all wait for 3 seconds before making injury noises. I'm making new animations for the hawk that should work well for the weapon.

That's pretty much it.

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 450
Joined: 02 Feb 2010, 12:55

Subject: Re: First person weapons for MCoop

Post Posted: 30 Jan 2013, 12:38

Any chance of a demo version soon? I've not really been interested in mcoop up until now

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 30 Jan 2013, 17:13

Not really. There are still a few weapons I have to finish, some major bugs that need to be fixed (mostly crouching and animation related), and I still need to set up the gametype and login mutator and stuff. I guess I won't include the RtNP pawns in the beta release to save time.

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: First person weapons for MCoop

Post Posted: 01 Feb 2013, 17:19

This weekend I should have time to extract this skaarj for ya. At least I hope so.

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1175
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 02 Feb 2013, 13:22

It's not a big deal if you don't. This whole strafing issue has taken way more time than it deserves. :P

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: First person weapons for MCoop

Post Posted: 02 Apr 2013, 22:49

How it's goin'?
ImageImage

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: First person weapons for MCoop

Post Posted: 18 Apr 2013, 05:59

i always wanted the krall staff weapon as a weapon =p
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

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