Loathsome's Laser - RC3
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Loathsome's Laser - RC3
I never wanted to make a gun.
When I first started messing with UScript, I avoided doing any weapons or projectile stuff, as that
seemed to be what everybody did. There were more Rifle and Deemer mods out there than you could count.
Some were horrible, others were pretty good. Some were even great.
Like the EXU weapons Waffnuffly was doing, and the stuff that one guy who used to hang out here was working on.
What was his name? Ferilisomethingorother.
Anyways, as a side effect of my FrickinShark project, I made a projectile that just needed to be in a gun.
So I made a gun.
If you liked drawing stuff on the walls with the UT PlasmaGun, you will like this.
Offline, you can draw as many scorch decals as you can before they start fading due to the lifespan setting.
Had it up to 1566 of them for 1 laser beam in testing at one point.
Online, it will restrict each beam to 32 decals, but just tap fire again and you can draw more.
If the bot's aiming seems a bit off at times, this is on purpose.
The default pulsegun code contains stuff that tweaks the bots aiming, and I left that mostly
unchanged. If you take it out, or mess with it much, they either become incompetent, or aim-bots.
Neither of which is good.
Keep in mind when that I did not look at ANY code other than the default UT PulseGun/PBolt/StarterBolt classes
while writing this. I wanted it to be as Unreal as possible, and also be hopefully unique.
Look at the Readme.txt file. LaserArena mutator also included.
When I first started messing with UScript, I avoided doing any weapons or projectile stuff, as that
seemed to be what everybody did. There were more Rifle and Deemer mods out there than you could count.
Some were horrible, others were pretty good. Some were even great.
Like the EXU weapons Waffnuffly was doing, and the stuff that one guy who used to hang out here was working on.
What was his name? Ferilisomethingorother.
Anyways, as a side effect of my FrickinShark project, I made a projectile that just needed to be in a gun.
So I made a gun.
If you liked drawing stuff on the walls with the UT PlasmaGun, you will like this.
Offline, you can draw as many scorch decals as you can before they start fading due to the lifespan setting.
Had it up to 1566 of them for 1 laser beam in testing at one point.
Online, it will restrict each beam to 32 decals, but just tap fire again and you can draw more.
If the bot's aiming seems a bit off at times, this is on purpose.
The default pulsegun code contains stuff that tweaks the bots aiming, and I left that mostly
unchanged. If you take it out, or mess with it much, they either become incompetent, or aim-bots.
Neither of which is good.
Keep in mind when that I did not look at ANY code other than the default UT PulseGun/PBolt/StarterBolt classes
while writing this. I wanted it to be as Unreal as possible, and also be hopefully unique.
Look at the Readme.txt file. LaserArena mutator also included.
- Attachments
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- LoathsomeLaser_RC3.zip
- LoathsomeLaser_RC3
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Last edited by MrLoathsome on Sat Mar 10, 2018 2:22 am, edited 3 times in total.
blarg
Re: Loathsome's Laser - RC1
It's good to see a new weapon and this is a really nice addition to UT's weaponry - well done. Am currently experimenting with the two settings so it can be used as a powerful (but not too powerful) medium range weapon.
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Re: Loathsome's Laser - RC1
Glad you like it.
Keep in mind there will be an RC2 update soon.
RC1 has a glitch with the view if you have weapon hand set as Left.
That is fixed.
There is also an accessed=none error that only shows up online, which is not acceptable.
Looking into tracking that down now.
The LaserArena included with RC1 also fails to update the 2 variables when used online.
It still works, but uses the default values.
Looking into that also.
Keep in mind there will be an RC2 update soon.
RC1 has a glitch with the view if you have weapon hand set as Left.
That is fixed.
There is also an accessed=none error that only shows up online, which is not acceptable.
Looking into tracking that down now.
The LaserArena included with RC1 also fails to update the 2 variables when used online.
It still works, but uses the default values.
Looking into that also.
blarg
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Re: Loathsome's Laser - RC1
Downloaded this, haven't tried it yet.
Thank you for not making it hot pink.
Thank you for not making it hot pink.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Loathsome's Laser - RC1
Your welcome.EvilGrins wrote:Downloaded this, haven't tried it yet.
Thank you for not making it hot pink.
Tried to make the color sorta match up with the color of the projectile. (ala PlasmaGun)
My skin/model skills are not so good. Tweaking colors/textures a bit is about as far as I get.
@papercoffee.
If you got a cool weapons skin that will slap on the PlasmaGun mesh and work with all the
animations etc, I sure could try it out.
*Edit. Remove caps from papercoffee's name.
blarg
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Re: Loathsome's Laser - RC1
Ok ...I have already an idea for this skin.MrLoathsome wrote:@papercoffee.
If you got a cool weapons skin that will slap on the PlasmaGun mesh and work with all the
animations etc, I sure could try it out.
MrLoathsome wrote:*Edit. Remove caps from papercoffee's name.
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Re: Loathsome's Laser - RC1
Okay, it might be a little too red:
Maybe a darker red or a slightly used look red? It's like toy plastic airplane red there.
For the most part, it looks pretty tight:
The lasers seem like sniper scope lasers, except they kill. Maybe it was the recent Star Wars film but I was kind of picturing a pulsed laser burst, multiple shots.
It's not unusual to see weapons-fire not coming exactly from the weapons...
...but the regularity of the solid beam makes it seem a bit... I dunno, off.
Otherwise, I like it.
Maybe a darker red or a slightly used look red? It's like toy plastic airplane red there.
For the most part, it looks pretty tight:
The lasers seem like sniper scope lasers, except they kill. Maybe it was the recent Star Wars film but I was kind of picturing a pulsed laser burst, multiple shots.
It's not unusual to see weapons-fire not coming exactly from the weapons...
...but the regularity of the solid beam makes it seem a bit... I dunno, off.
Otherwise, I like it.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Loathsome's Laser - RC1
The bit where it does not always seem to be originating at the correct spot is sort of inherited from
the PulseGun code. It does the same sort of thing, but it is not as obvious as it has that fatter plasma beam.
Notice also with the aim. With the weapon hand set at Right (or 'center'), you will notice the beam actually
hits a bit to the right and a bit low. If it is set for Left, beam hits a bit to the left and a bit low.
If you set weapon hand to Hidden, it actually centers, but still hits a bit low.
PulseGun does the same thing.
I made some attempts to adjust that, but none worked, and most would screw up the start location of the beam
even worse.
the PulseGun code. It does the same sort of thing, but it is not as obvious as it has that fatter plasma beam.
Notice also with the aim. With the weapon hand set at Right (or 'center'), you will notice the beam actually
hits a bit to the right and a bit low. If it is set for Left, beam hits a bit to the left and a bit low.
If you set weapon hand to Hidden, it actually centers, but still hits a bit low.
PulseGun does the same thing.
I made some attempts to adjust that, but none worked, and most would screw up the start location of the beam
even worse.
blarg
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Re: Loathsome's Laser - RC1
It's very obvious when an SKtrooper or any Skaarj Military has it, because they hold all weapons in their left hand... but the beam still shows up on the right side of all models.MrLoathsome wrote:The bit where it does not always seem to be originating at the correct spot is sort of inherited from
the PulseGun code. It does the same sort of thing, but it is not as obvious as it has that fatter plasma beam.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Loathsome's Laser - RC1
That will be fixed with the RC2 release.EvilGrins wrote:It's very obvious when an SKtrooper or any Skaarj Military has it, because they hold all weapons in their left hand... but the beam still shows up on the right side of all models.MrLoathsome wrote:The bit where it does not always seem to be originating at the correct spot is sort of inherited from
the PulseGun code. It does the same sort of thing, but it is not as obvious as it has that fatter plasma beam.
blarg
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Re: Loathsome's Laser - RC1
I edited the default skin ...slightly. And I made it so that you still can use the default Pulse ammo Pick-up.
If you want it changed I can do this.
Was just baffled that the Pulse Rifle doesn't have a bigger 3rd-Person skin like the other weapons... yeah I'd never looked after it because this was the most uninteresting weapon for me till now.
If you want it changed I can do this.
Was just baffled that the Pulse Rifle doesn't have a bigger 3rd-Person skin like the other weapons... yeah I'd never looked after it because this was the most uninteresting weapon for me till now.
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Re: Loathsome's Laser - RC1
That looks very nice.
All I need is the nifty PCX files that maps onto the mesh(s).
Re: Default Pulse Ammo Pickup option. Why?
This does have its own Laser Battery Ammo pickup included. (LAmmo.uc)
It has that same bright red color as the current gun does that EvilGrins likes so much.
(A skin/PCX file for that mesh that matches your new gun skin would be good for that there thingy also....)
Hell, I might add an option for skin selection to the thing so either could be used for both the gun and the ammo pickups.
And really nobody should be making code changes to a Beta or RC version of something.
Next actual public release might be doing things all different. (Probably wont be in this case....)
Edit:
I ain't mad or nothing. Just don't want you wasting your time.
Once I spit out the final, feel free to draft up a version that will use both its own
ammo and the Pulse ammo. Easily done, although I would still ask Why?
(Be sure to rename it if you do....)
All I need is the nifty PCX files that maps onto the mesh(s).
Re: Default Pulse Ammo Pickup option. Why?
This does have its own Laser Battery Ammo pickup included. (LAmmo.uc)
It has that same bright red color as the current gun does that EvilGrins likes so much.
(A skin/PCX file for that mesh that matches your new gun skin would be good for that there thingy also....)
Hell, I might add an option for skin selection to the thing so either could be used for both the gun and the ammo pickups.
And really nobody should be making code changes to a Beta or RC version of something.
Next actual public release might be doing things all different. (Probably wont be in this case....)
Edit:
I ain't mad or nothing. Just don't want you wasting your time.
Once I spit out the final, feel free to draft up a version that will use both its own
ammo and the Pulse ammo. Easily done, although I would still ask Why?
(Be sure to rename it if you do....)
blarg
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Re: Loathsome's Laser - RC1
I don't really know what my intention was ...maybe to be able and use both in one map and have only one ammo like the enforcer and Mini-Gun.MrLoathsome wrote: I would still ask Why?
Anyway ...I had too much fun to edit the ammo pick-up as well.
Here are the newest versions of this skins.
Do you want the pcx files or the utx?