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Moderator: Buff Skeleton
Post Posted: 18 Mar 2017, 13:51
Post Posted: 18 Mar 2017, 22:04
Post Posted: 19 Mar 2017, 17:19
Post Posted: 20 Mar 2017, 01:39
UBerserker wrote:Oh wait you were the guy on the FXAN's video comments right?Also TIL I'm assuming you played an old version of EXU2 BI considering some of the already released maps are currently unavailable.
Post Posted: 20 Mar 2017, 18:27
Post Posted: 21 Mar 2017, 21:55
Post Posted: 22 Mar 2017, 15:23
UBerserker wrote:This is pretty good stuff, I approve of the BI-style story tidbits.I still wished I could have created a Saint Gun for G59 set to replace the late-game useless Hell Gun but I was kinda clueless in doing so.
Post Posted: 24 Mar 2017, 22:32
Post Posted: 25 Mar 2017, 04:08
Post Posted: 25 Mar 2017, 11:29
Post Posted: 25 Mar 2017, 15:00
Buff Skeleton wrote:This is a fun thread to see!One correction for the Energy AR: both fire modes can pierce an infinite number of enemies; the bolts only stop against hard surfaces (i.e. level geometry).In the currently-released version, I think the amount of additional damage each pierce adds is capped. I removed that cap recently. So the bolt becomes progressively more powerful with each target it hits, and there is no limit on how many targets you can hit or how powerful a bolt can become. Line up a lot of enemies down a long hallway, and you can seriously wreck the shit of almost anything at the far end.
Post Posted: 28 Mar 2017, 22:52
KeeperUTX wrote:@UBerserker: Oh, I see... well, I'm mostly a complete blank when it comes to UScript (I can edit small variables to change something. Let's say the Pulse Cannon (renamed Z-444-TORRENT Assault Cannon) from WMage currently shoots blue dispersion shots / increased alt-fire's ammo cost to 10 and cooldown to 3 seconds to balance it out a little. Still thinking of a new projectile for the alternate fire though). But I can see how that'd be complex to handle. I'm already aware that making a gun switch in different firing modes on one button is difficult, but I can't really comprehend how damage stacking would work. Something like---EXU.HellGunBoltcheck if hit;Check pawntypeif pawn EXU.EXUScriptedPawn receives action TakeDamage;then return increase DamageType_Hell (Number);end;This probably isn't correct, but it's pretty much how I assume it'd work. Projectile checks if it's applicable to the pawn (namely the EXU ScriptedPawn type, to which the gun's damage stacking variable is limited), and if it is, it increases the damage by a set amount. Considering how I'd like to create my own kind of weaponpack someday I may learn some actual UScript and give it a go.
Post Posted: 29 Mar 2017, 02:37
Post Posted: 29 Mar 2017, 13:41
Post Posted: 29 Mar 2017, 22:36
Buff Skeleton wrote:Uh, what? It only affects projectiles with the 'Hell' damage, not all damage. It works fine in both coop and SP and always has. But yes, it is more like a 'Hell' resistance debuff, except it can wind up increasing the healing amount for pawns with a negative damage scale to that damage type, as noted.There was only one way I could think of to make it work for only the Hell Gun and not all damage with the 'Hell' damage type: when the pawn takes a hit with 'Hell' damage type, check the instigator, then check the instigator's CURRENT weapon (since we can't know what weapon was selected at the time when the projectile was fired). If both the primary and secondary fire modes use the 'Hell' damage type, then it's most likely a Hell Gun, and damage stacking should apply. I COULD have checked for the Hell Gun class itself, but then I'd not be able to make it work for Demon Bolter Turrets or other potential weapons. So I figured a MyDamageType check was a better compromise.This means that if you take a shot at long range, then switch to another gun before the bolt hits and you don't switch back to the Hell Gun before impact, said impact won't increase the HellDamageScale any further. It'll still do more damage than normal if the HellDamageScale has already been increased above 1.0 since changes to that variable are permanent, but the latest hit won't do any more damage than the last hit to be registered while the Hell Gun was selected.This ALSO means that if you have a Hell Gun selected when you chuck a Demonblast Flare, it'll do even more damage because the stacking will start to increase dramatically while the explosion is going off. Fun times.I'm not even sure how else I could have made this work, let alone for non-EXU pawns or PlayerPawns. It seems like the next best option would have been to spawn a proxy actor for each pawn hit by a Hell Gun projectile, and have the proxy stick to the pawn until death. Make the proxy track how much hell damage the pawn's taken and apply extra damage on top of that or something, which would probably end up being shit for performance. Imagine if you did the Demonblast trick mentioned and had like 300 pawns in the blast radius. You'd now have 300 proxy actors as well all tracking the additional damage, and it would be a clusterfuck to process. That, and the proxy actor would somehow have to be able to tell what the damage type and damage amount was taken for every subsequent hit to the attached pawn, and I don't think that's even possible unless TakeDamage itself notifies the actor, which requires a custom pawn class, and you're back to EXUScriptedPawn-specific implementation.I'm sure a more seasoned programmer could figure out a method, but it just probably isn't viable in this game engine. Oh well, it's still pretty damn fun as it is and super useful for taking down nasty shit like fighters or Rage Reactors!
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