Birds fly. Sun shines. And brother? Brutes shoot people.

First person weapons for MCoop

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Moderators: Semfry, ividyon

Are you interested?

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No
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Total votes: 26

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 01:32

https://www.youtube.com/watch?v=qzc1dc1GYV0

Here's a video of the brute, krall, warlord, and pupae weapons. I'm making a lot of progress with the mercenary, but I don't want to show that yet.

User avatar ividyon
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Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 04:52

I suggest masking out (making translucent) the head in the Pupae weapon texture, so it doesn't look quite as silly. Other than that, wow! Quite amazing. You seem to have made the weapons very authentic and very much like the original monsters' attacks/movement. Is this just a visual first-person model upgrade to MCoop or are you adding your own code, timing, mechanics etc?
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User avatar TheIronKnuckle
Gilded Claw Gilded Claw
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Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 06:38

haha awesome. why is the warlord so weak though?
ImageIgnorance is knowing anything
And only idiots know everything

User avatar Jigoku
Skaarj Warlord Skaarj Warlord
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Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 08:35

Should've the manibles showing and when clawing something it'll show the legs, same way with manibles too.
Trying to get back into the swing of things.

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

Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 12:21

AMAZING

TheIronKnuckle wrote:haha awesome. why is the warlord so weak though?


Unlike the Scripted Pawn version, this one doesn't have the instant melee attack (it's played correctly, instead). He wasn't flying also (to show the ground-only melee attack), which is the Warlord's free ticket to dodge almost everything.
ImageImage

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 17 Oct 2012, 18:42

sana wrote:Is this just a visual first-person model upgrade to MCoop or are you adding your own code, timing, mechanics etc?


All of the weapons use code that is separate from the monsters. If a player is damaged in the middle of a melee attack, they can still damage their enemy. The weapons work with any class if you pick one up for some reason. Some weapons are affected by what the player does (like how the warlord's secondary fire shoots a rocket instead of using melee while flying), but they aren't as restricted by what happens to the player compared to MCoop's weapons.

TheIronKnuckle wrote:haha awesome. why is the warlord so weak though?


The warlord weapon has the same damage properties as the warlord. I couldn't aim very well, so that's probably part of the problem. :B

All Rights Reserved wrote:Should've the manibles showing and when clawing something it'll show the legs, same way with manibles too.


I'll try that, but if the mandibles look weird in first person I'll just go with Sana's suggestion.

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 19:21

https://www.youtube.com/watch?v=48p7dhrOe_c

Here are the fly, manta, and mercenary weapons. I gave the fly weapon a projectile attack that is unused in the fly's code. I ended up removing the mercenary's flare because it was pretty inconsistent, even in regular MCoop.

UB_
Nali Priest Nali Priest
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 19:28

Wow you're already far from the beginning with all of this! :tup:

So Titans, Skaarj Warriors and Queens are what's pretty much left?
ImageImage

User avatar Tarydax
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 20:54

I really like what you did with the fly. :o
Image

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 22:22

Thanks guys. I still have the titan, queen, skaarj, squid, devilfish, and tentacle weapons to do. After those are done, I'll modify some of the MCoop pawns to work properly with the weapons (mostly so they play the right animations), and then I'll try to make a game type with a few more options. Then the beta test will begin.

User avatar Jigoku
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 22:37

Are ya gonna add more pawns to play as? Like Return to Na Pali pawns or Pack6 pawns?
Trying to get back into the swing of things.

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 20 Oct 2012, 23:35

The RtNP and beta pawns will be in separate packages, and I might work on first person AKMCoop weapons.

I just finished the tentacle weapon, by the way.

Z-enzyme
White Tusk White Tusk
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Subject: Re: First person weapons for MCoop

Post Posted: 21 Oct 2012, 12:40

Wait... Tentacles couldn't move, right? They were stationaries... So, how a player is supposed to play as a tentacle?

User avatar AlCapowned
Skaarj Elder Skaarj Elder
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Subject: Re: First person weapons for MCoop

Post Posted: 21 Oct 2012, 14:31

They just stay wherever they spawned. I might make a new tentacle class that can move, since the MCoop one never spawns on ceilings and there are movement animations I could use.

UB_
Nali Priest Nali Priest
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Subject: Re: First person weapons for MCoop

Post Posted: 21 Oct 2012, 15:11

You play as a Tentacle
You live as a Tentacle
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