I am here for scripting help.
Posted: Sun Dec 28, 2014 1:32 am
Hello, I am LannFyre and I am trying to do a total conversion mod to make Unreal Tournament '99 into an RPG by doing the following:
> The player will be an invisible colliding actor that also has a single sheet that always faces a camera, but changes what sprite should be displayed according to what action is being taken. Pressing an attack button in combat will swap the texture currently applied to the sheet to the correct animated texture, then switch to the next texture required, and so on. Exactly like what is used in Xenogears:
Beginning game play
Xenogears Death Blows
> Making a custom camera that dynamically tracks the player as they move within a radial trigger(???), snapping to them when they move outside of the specified radius that moves with the player like so:
Super Mario World Camera Logic (please watch the whole video)
> The camera will track the player on maps similar to those seen in this second video, with maps being designed similar to this, as this game will be a platformer:
SolaToRobo Gameplay, in Spanish
> Adding an inventory system similar to that of Fallout 3/New Vegas, where it is simple text as well as indicating how many of what items (ie, Potions) are in the inventory, which will need to be able to be used within the inventory through a UI, or a pause menu that the player can pull up any time in game and doesn't pause the game (similar to vote menus in UT '99 Multiplayer on most servers). The pause menu needs to be navigable in a fashion similar to that in Final Fantasy games;
> Make a combat system similar to Final Fantasy X and Xenogears, which will include a battle order based on character stats that are dictated by a skill/passive tree that grants different skills per class/subclass. The combat will be tied to class trees that include 5 classes, with each class having a subclass, each subclass having unique properties that are granted to the player each level by unlocking the next part of the class tree. At a certain level, they can begin assigning more points but to a different subclass. After a certain event has happened, the player must be able to change assigned points to different classes at any time.
I know how to use the map editor, but I need more UnrealScript help/advice/tutorials/materials. I found two links on this website for UScript (viewtopic.php?f=57&t=4555 , viewtopic.php?f=57&t=4556) but I was hoping for full blown guides on how to use the language as a whole. I have minimal experience with C++ (I had started learning Python for a while though, so I sort of get OOP) but not much.
So in short, hello errybudy I come to you in my hour of need, if ya wanna help then let me know pls.
> The player will be an invisible colliding actor that also has a single sheet that always faces a camera, but changes what sprite should be displayed according to what action is being taken. Pressing an attack button in combat will swap the texture currently applied to the sheet to the correct animated texture, then switch to the next texture required, and so on. Exactly like what is used in Xenogears:
Beginning game play
Xenogears Death Blows
> Making a custom camera that dynamically tracks the player as they move within a radial trigger(???), snapping to them when they move outside of the specified radius that moves with the player like so:
Super Mario World Camera Logic (please watch the whole video)
> The camera will track the player on maps similar to those seen in this second video, with maps being designed similar to this, as this game will be a platformer:
SolaToRobo Gameplay, in Spanish
> Adding an inventory system similar to that of Fallout 3/New Vegas, where it is simple text as well as indicating how many of what items (ie, Potions) are in the inventory, which will need to be able to be used within the inventory through a UI, or a pause menu that the player can pull up any time in game and doesn't pause the game (similar to vote menus in UT '99 Multiplayer on most servers). The pause menu needs to be navigable in a fashion similar to that in Final Fantasy games;
> Make a combat system similar to Final Fantasy X and Xenogears, which will include a battle order based on character stats that are dictated by a skill/passive tree that grants different skills per class/subclass. The combat will be tied to class trees that include 5 classes, with each class having a subclass, each subclass having unique properties that are granted to the player each level by unlocking the next part of the class tree. At a certain level, they can begin assigning more points but to a different subclass. After a certain event has happened, the player must be able to change assigned points to different classes at any time.
I know how to use the map editor, but I need more UnrealScript help/advice/tutorials/materials. I found two links on this website for UScript (viewtopic.php?f=57&t=4555 , viewtopic.php?f=57&t=4556) but I was hoping for full blown guides on how to use the language as a whole. I have minimal experience with C++ (I had started learning Python for a while though, so I sort of get OOP) but not much.
So in short, hello errybudy I come to you in my hour of need, if ya wanna help then let me know pls.