Coding contest.

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UT99.org

Re: Coding contest.

Post by UT99.org »

medor wrote:
Rocky wrote:An Update of my Guardian.

From Readme:

UT99.Org Weapons - Guardian Of UT99.org

Weapon Description="Classification: Guardian Of UT99.Org,A Biotech Weapon that can give birth to Creatures."
Death Message="%o was send to Heaven by %k's %w!"
Pickup Message="You Picked up the Guardian Of UT99.Org"
Item Name="Guardian Of UT99.Org"

Summon Commands:

Weapon: summon UT99OrgMW.Guardian
Ammo: summon UT99OrgMW.GuardianAmmo

Fire Controls:

Primary Fire: Fires a Extremely Hot Magma Boulder which explodes.

Secondary Fire: Fires a Projectile which will give Birth(Spawn) to a Magma Titan.

About Magma Titan:(The Imformation about this one is by me only.)

The Magma Titan is another rare Species of Titan on the Planet of Na Pali. Its Body color is more darken and Reddish Pink than Regular Titans. The Guardian Magma Titan's Body Temperature is about 400-500 Degree. That means The Guardian Magma Titan will first pickup Fresh Rocks from the Ground, then using its own Body Temperature, he will convert the Fresh Rocks into extremely Hot Magma Rocks which is Explosive when it lands somewhere. This Titan quite Weaker than Stone Titans.

The Guardian Magma Titan will have Life Span of 5 minutes. After 5 Mins it will Disappear.

Guardian Magma Titan Health's: 1500
Magma Boulder Damage: 300
Slap Damage: 150
Punch Damage: 90


If you want your Titan to fight with other monsters then here:

1. Let a Monster example Skaarj sees you and once it saw you quickly run back to your Titan Friend and Stand Behind your Titan Friend and your Titan will Start fighting.

2. Go away from Titan Friend's Fight.

3. Enjoy watching the fight between your Titan Friend and Monsters.


Known BUG:

You will not be able to Switch Weapon after Primary Fire. I don't Know I am not able to Fix this. So you will have to Drop your Guardian first and pick it up again.
same way like CodingContest.zip ... when 0 ammo we can not switch to an other weapons
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Rakiayn
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Re: Coding contest.

Post by Rakiayn »

papercoffee wrote:
papercoffee wrote:
JackGriffin wrote: This is the mod and source code:
SushiGun.zip
It still needs a little love and attention and I'd take it as a favor if someone would assume it and finish it out.
I really love this shit ...I laughed my ass of when I see my Fish-bullets are laying on the ground and still breathing.
I can imagine if you shot this fish into water that they turn into homing bullets because the swim to the nearest enemy.
Now I remember what this weapon look alike.

The Spore Launcher from Half-Life Opposing Force:
Image
The spore launcher is an infantile shock trooper that can be held in your hand. It feeds on spores which grow in various places around Black Mesa. Once this strange creature is fed, it will shoot the spores out of its mouth on command at great speeds. Secondary fire will launch a bouncing grenade-like spore that will pop in an acid-like explosion after a few seconds.
This was also my favorite Weapon in this game ...

EDIT-------------------------------------------------------
I have some problems with this weapon Rakiayn
Rakiayn wrote:behold, the waspenator:
to spawn: summon waspenator.waspenator

it still needs testing for online play. besides that its pretty much done
The Pickup model is nearly as small as the projectiles You can't see it among those dead Wasps ...and then is the weapon in my hand so much bigger.
And the most important thing ...what do they do?? I can stomp on them and can kill my own projectiles I did fire...

the wasps attack enemys when they see them.
I will increase the size of the pickup
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Re: Coding contest.

Post by papercoffee »

Rakiayn wrote: the wasps attack enemys when they see them.
I will increase the size of the pickup
Ah yes I tested it with a bot ...what an insane fight ...The only way I could get rid of them was Gopostal's Sushi Gun glob.
Maybe you should change the weapon model to the Fly mesh with wasp texture?
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UTDeath
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Re: Coding contest.

Post by UTDeath »

Yes man, I noticed you can step on them and that actually lowers your score :(
The secondary fire mode is so cool :D
About the Sushi Gun, I was laughing so hard at both fire modes, pretty cool indeed.
Only issues I found is that I lag as hell when there are a lot of secondary fire globs bursting into more fish crap and also the secondary fire death message is that of the Rocket Launcher grenades.
I could not summon the Guardian on the previous code, I have yet to download this new one but it seems much better now, more balanced :Tu:
You cannot kill what is already dead.
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Rakiayn
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Re: Coding contest.

Post by Rakiayn »

thnx for the testing.
can you tell me more about what happenend when your score got lowered?
I coded it so that it should not happen. I just tested it myself and stepping on them did not lower my score.
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Re: Coding contest.

Post by papercoffee »

Rakiayn wrote:thnx for the testing.
can you tell me more about what happenend when your score got lowered?
I coded it so that it should not happen. I just tested it myself and stepping on them did not lower my score.
Hm... I didn't notice the lowering of the score also. I have to check this too.
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UTDeath
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Re: Coding contest.

Post by UTDeath »

Already tested on all game types and what happens is that on CTF games, when you step on them your score lowers one point.
Also I got "Death was killed by wasps Waspenator" as death message and I'm the one that killed the other player so it makes no sense :P
You cannot kill what is already dead.
ASLY

Re: Coding contest.

Post by ASLY »

Wow, just love the SushiGun and the Wapenator
Good job Rakiayn & GoPo!

BTW I have 1 idea sadly I can't scripting :(
The idea is a Cow/BabyCow or Nali Rabit what you can ride
So you're sitting in the Cow (Crouch) and you can moving faster and you can fire from the cow
And if you push the space button long time, the Cow is farting and quite able to jump and fly :D
The fart stripe is toxic so if someone breathe the fart, HP is going down (-5HP/2Sec maybe)
+ Colored Team Cows
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UTDeath
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Re: Coding contest.

Post by UTDeath »

What is it that you can't code? I downloaded some vehicles once, weren't so cool in my opinion but I think using the same methods you could ride a Nali Cow / War Cow [perhaps one that uses the skins the player has downloaded in a costumization menu].
Sounds cool but then again a player using the War Cow model and riding a Nali Cow would look ridiculous [and funny].
The Waspenator has some kind of code for flying, that could help as well and the farts can be the UT_SpriteSmokePuff modified to be green and do damage [perhaps other color, what color are farts anyway?].
You cannot kill what is already dead.
Spectra
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Re: Coding contest.

Post by Spectra »

I like the Idea of Riding on a Nali Cow which is quite similar to StrangeLove Mod.

@UTDeath: The Farts color should be like Dark Brown.
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Rakiayn
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Re: Coding contest.

Post by Rakiayn »

sounds like a funny idea.
bu flying using the jumpbutton is not possible as far as I know, since it is coded in the playerpawn class
ASLY

Re: Coding contest.

Post by ASLY »

For the fart texture I think Botpack - GoopEX is perfect
Not possible? In Siege mod there is a JetPack pickup, if you using and long time push the space button you can fly
(SiegeXXL2G.u) JetPack Script

Code: Select all

//=============================================================================
// Jetpack.
//=============================================================================
class Jetpack extends TournamentPickup
    config;

#exec OBJ LOAD File=Extro.uax

/*--- Data. -----------------------------------------------------------------*/

var() float         MaxFuel,
                    RechargeRate,
                    Thrust,
                    MaxVel,
                    HorizThrust,
                    MaxHorizVel,
                    ThrustFrequency;
var float           Fuel;           // Fuel left, measured in seconds
var Effects         Trail;
var bool            SimFall,
                    ClientSim;
var float           ThrustTimer;

var config bool     bNoAutoBind;

replication
{
    reliable if ( Role < ROLE_Authority )
        SetJetpack, ToggleJetpack;

    reliable if ( Role == ROLE_Authority )
        ClientSetBind, ClientActivate, ClientDeactivate;

    unreliable if ( Role == ROLE_Authority )
        Trail, Fuel, SimFall, ClientSim, MaxFuel, RechargeRate, Thrust, MaxVel,
        HorizThrust, MaxHorizVel, ThrustFrequency;
}

function PostBeginPlay()
{
    Super.PostBeginPlay();
    bAutoActivate = false;
    Fuel = MaxFuel;
}

function GiveTo(Pawn other)
{
    Super.GiveTo(other);
    if ( Owner == other )
    {
        if ( PlayerPawn(Owner) != None )
        {
            ClientSetBind();
            ClientDeactivate();
        }
        GotoState('DeActivated');
    }
}

/*--- Client Functions. -----------------------------------------------------*/
function AnnounceAll(string sMessage)
{
    local Pawn p;

    for ( p = Level.PawnList; p != None; p = p.nextPawn )
	    if ( (p.bIsPlayer || p.IsA('MessagingSpectator')) &&
          p.PlayerReplicationInfo != None  )
		    p.ClientMessage(sMessage);
}

simulated function ClientSetBind()
{
    local int key;
    local string keyName, bind, bindCaps;
    local PlayerPawn playerOwner;

    playerOwner = PlayerPawn(Owner);
    if ( playerOwner == None || bNoAutoBind )
        return;

    for ( key = 0; key < 255; key++ )
    {
        keyName = playerOwner.ConsoleCommand("KEYNAME"@key);
        bind = playerOwner.ConsoleCommand("KEYBINDING"@keyName);
        bindCaps = Caps(bind);

        if ( Left(bindCaps, 4) == "JUMP" || InStr(bindCaps, " JUMP") != -1 ||
          InStr(bindCaps, "|JUMP") != -1 )
        {
            if ( Left(bindCaps, 10) != "SETJETPACK" &&
              InStr(bindCaps, " SETJETPACK") == -1 &&
              InStr(bindCaps, "|SETJETPACK") == -1 &&
              Left(bindCaps, 13) != "TOGGLEJETPACK" &&
              InStr(bindCaps, " TOGGLEJETPACK") == -1 &&
              InStr(bindCaps, "|TOGGLEJETPACK") == -1 )
            {
                bind = "SetJetpack 1|"$bind$"|OnRelease SetJetpack 0";
                playerOwner.ConsoleCommand("SET INPUT"@keyName@bind);
            }
        }
    }

    SaveConfig();
}




simulated function ClientActivate()
{
    if ( Role == ROLE_Authority )
        return;

    GotoState('Activated');
}

simulated function ClientDeactivate()
{
    if ( Role == ROLE_Authority )
        return;

    GotoState('DeActivated');
}

/*--- Console Functions. ----------------------------------------------------*/

exec function ToggleJetpack()
{
    GotoState('Activated');
}

exec function SetJetpack(bool enabled)
{
    if ( enabled )
        GotoState('Activated');
    else
        GotoState('DeActivated');
}

/*-----------------------------------------------------------------------------
 * STATE Activated.
 * --------------------------------------------------------------------------*/

state Activated
{
    simulated function BeginState()
    {
        local UT_Invisibility inv;
        if ( Role == ROLE_Authority )
        {
            if ( Owner.Physics != PHYS_Falling || Fuel <= 0 )
            {
                GotoState('DeActivated');
                return;
            }

            bActive = true;
            ClientActivate();

            // Effects
	    inv = UT_Invisibility(Pawn(Owner).FindInventoryType(class'UT_Invisibility'));
            if ( Trail == None )
		if ( inv == None || inv.charge < 160)
                	Trail = Spawn(class'JetTrail', Owner);

        }
        else
            ThrustTimer = 0;


        // Physics
        if ( PlayerPawn(Owner) != None && SimFall )
            Pawn(Owner).bSimFall = true;

        // Timing
        SetTimer(1 / ThrustFrequency, false);
    }


    simulated function EndState()
    {
        local sgSpeed sp;
	sp = sgSpeed(Pawn(Owner).FindInventoryType(class'sgSpeed'));
	if (sp != None)
	{
		sp.GotoState('Activated');
	}
        if ( Role == ROLE_Authority )
        {
            bActive = false;

            ClientDeactivate();

            // Effects
            if ( Trail != None )
            {
                Trail.Destroy();
                Trail = None;
            }
        }

        // Physics
        if ( PlayerPawn(Owner) != None )
            Pawn(Owner).bSimFall = false;
    }

    simulated function Tick(float deltaTime)
    {
        Fuel = FMax(Fuel - deltaTime, 0);

    }

    simulated function Timer()
    {
        local vector horizVel;
        local rotator rot;
        local sgSpeed sp;


        if ( Role == ROLE_Authority &&
          (Owner.Physics != PHYS_Falling || Fuel <= 0) )
        {
            GotoState('DeActivated');
            return;
        }

	sp = sgSpeed(Pawn(Owner).FindInventoryType(class'sgSpeed'));
	if (sp != None)
	{
		sp.GotoState('DeActivated');
	}

        horizVel = Owner.Velocity;
        horizVel.Z = 0;
        rot.Yaw = Owner.Rotation.Yaw;
        if ( cos((rotator(horizVel).Yaw - rot.Yaw)/32768*pi) *
          VSize(horizVel) < MaxHorizVel )
            Owner.Velocity += vector(rot) * HorizThrust * 1 / ThrustFrequency;

        if ( Owner.Velocity.Z < MaxVel )
            Owner.Velocity.Z = FMin(Owner.Velocity.Z + Thrust *
              1 / ThrustFrequency, MaxVel);

        SetTimer(1 / ThrustFrequency, false);
    }

    exec function ToggleJetpack()
    {
        GotoState('DeActivated');
    }



}

/*-----------------------------------------------------------------------------
 * STATE DeActivated.
 * --------------------------------------------------------------------------*/

state DeActivated
{
    simulated function Tick(float deltaTime)
    {
        Fuel = FMin(Fuel + RechargeRate * deltaTime, MaxFuel);
    }
}
And here is the Cow Sounds + Textures: http://www.filedropper.com/cowweapon
Maybe this can help if somebody make it my idea
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Feralidragon
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Re: Coding contest.

Post by Feralidragon »

Squidy

Description: A weapon made from a squid.
Fire: Throws small squids, which on impact they attach to the object they just impacted into. From there they swell and then explode.
They can be blown up prematurely by firing at them, making the explosion having a lot less damage.
Alt-fire: Melee with a slightly longer range than other melee weapons.
Summon command: summon squidy.squidy

Download:
Squidy.zip
(12.52 KiB) Downloaded 84 times
Source:
Squidy_SRC.zip
(6.74 KiB) Downloaded 82 times
Notes: The source only has 3 classes, and the weapon is very very simple (probably the simplest weapon I did). It was fun to do it nonetheless.
This is my submission for the contest, and it has full AI and online support already too.
Enjoy. :)
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Re: Coding contest.

Post by papercoffee »

saved. ;)
Red_Fist
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Re: Coding contest.

Post by Red_Fist »

I have been requestiing-wanting this for a long time. Was weapons or at least one but I wish I had a complete set.
It was painkeep mod for Quake1 but only act exactly for Quake1 Version (they did painkeep for Quake 2, wasn't as good)


Read about the weapons
http://planetquake.gamespy.com/View.php ... tail&id=31


Anyway, the lightning gun, for Painkeep, if like 3 opponents in a room, you start to fry your main target, howver if there is othes in the room it would branch out and fry all the others, it wasn't super easy but when you did it was instant score boost.

The other one was an Airfist, the main thing I wish could be done, you could even make it a shield (with a trigger) I guess.But you could bounce the projectiles back at the shooter, was so cool when some rocket launcher spammer and knock em back and kill THEM with there own rockets.

There is more, the bear trap, and short lived turrets "sentry gun" you drop it in hallway and it would scan but not shoot until it sees your opponents. The baer trap if they hit it , it would make them have a pain sound and a blood trail while they run, you could track and hunt them down .

This would all be for mainly DM playing.
I don't know programming well enough or all these would have been done by me years ago.
Binary Space Partitioning
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