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[UT] [RELEASED] Mercenary Player

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

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UBerserker
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 29 Jul 2012, 21:54

It's the pic. It's almost as big as the regular one.
ImageImage

User avatar Maxer 64
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 29 Jul 2012, 23:15

UBerserker wrote:I'd actually want a Skaarj Warrior player model :>

... Are you reading my mind? I want that also.
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User avatar AlCapowned
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 29 Jul 2012, 23:24

evilgrins wrote:Somebody made a player capable krall a stretch back. I have it but never tried it.

The mercenary in the screenshot up there... is it really that tiny or does it just look that way in the pic?


That krall was by me, but it uses vertex animations. I'm going to completely remake it with skeletal animations. The mercenary is almost as tall as UT's humans.

UBerserker wrote:I'd actually want a Skaarj Warrior player model :>
probably a bit annoying due to the tail and the hairlocks.


Turboman gave me the source for his skeletally animated skaarj, but I think he is/was planning on releasing it as a playable character himself. His animations were pretty good, I would just have to tweak some of them to be closer to the original animations. I don't want to release anything without his permission, though.

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 30 Jul 2012, 00:57

What about sounds? Does it come with its own voicepack? Does it still make the same merc sounds, just with translations of whatever that was in the talkbox??

UBerserker
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 30 Jul 2012, 10:09

Mercenary voicepack
Just like the SkHybrid voices all the Merc sounds are like "#@!" or something like that.
ImageImage

User avatar jaypeezy
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 24 Aug 2012, 03:51

Very awesome! Definitely using it in my bot rotation.

I also checked out your skeletal mercenaries, which are awesome in their own ways as well. Particularly that MercenaryTrooper that can hold guns!

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 23 Dec 2012, 00:28

UBerserker wrote:What other Unreal creature can be "converted" to a Player? Warlord?(They wield a weapon...)

I'm at work so can't access it now, but there is a player version of the Warlord. It doesn't have team colors (YET) and sadly it can't fly.

Which is why I prefer the Mcoop version, which flies and teleports... well, turns invisible and you can go wherever you want (can't shoot while cloaked) before you become visible again.

User avatar jaypeezy
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 23 Dec 2012, 06:19

^ Say, if you can you should send me a copy of that player model; I might be able to whip up some teamcolor skins.

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 23 Dec 2012, 18:16

jaypeezy wrote:^ Say, if you can you should send me a copy of that player model; I might be able to whip up some teamcolor skins.

Kinda in a rush to head for work, so this isn't verified, but I think this is it.

http://www.mediafire.com/?9hlhco4cc96glau

User avatar jaypeezy
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 23 Dec 2012, 20:02

D'aamnit. I won't be able to make some skins for this model, it doesn't use a conventional .int scheme like the default UT models do. Nevertheless, interesting model!

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 23 Dec 2012, 22:23

jaypeezy wrote:D'aamnit. I won't be able to make some skins for this model, it doesn't use a conventional .int scheme like the default UT models do. Nevertheless, interesting model!

Technically it probably doesn't need to. I've made skins for models that didn't have skins before... but as stated I haven't had time to really take a stab at this one as yet.

Just gonna add that to the New Year's Resolutions...

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 31 Dec 2012, 22:12

I just started using this recently and had a question. Why are their gibs showing red blood?

Pretty sure Mercs have green blood.

UBerserker
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 31 Dec 2012, 22:28

They have green blood, it's just not coded for the Player Pawn version.
ImageImage

User avatar AlCapowned
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 01 Jan 2013, 16:39

I didn't want to add the green blood when Valhalla Avatar would have made the blood red while keeping the green gibs, so I made the gibs red to match the blood.

User avatar evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player

Post Posted: 05 Jan 2013, 06:33

This is also not a big deal but I noticed when your Mercs run around you can't hear their feet.

Mercs make a distinct sound when they walk/run. Kind of metallic footfalls.

Still love the thing, just saying.
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