Unreal versus CoD2
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Unreal versus CoD2
I want to make a redeemer out of the panzerschreck/bazooka for an unreal map I'm making.
I have an idea of how to do that but before I start I just want to know if it's even possible.
What I need to do is changing the splashdamage (and damage radius) of the bazooka so that it matches the redeemer...this can be done with a cvar incorperated in the gsc file of the map, I guess ?
I know that a controlable rocket can't be done or at least not in an easy way (or by me ).
Let me know what your thoughts are about this.
(p.s. There will be only one bazooka-redeemer in the map ... like in unreal tournament..so the cvar for bazooka will work only on that one)
I have an idea of how to do that but before I start I just want to know if it's even possible.
What I need to do is changing the splashdamage (and damage radius) of the bazooka so that it matches the redeemer...this can be done with a cvar incorperated in the gsc file of the map, I guess ?
I know that a controlable rocket can't be done or at least not in an easy way (or by me ).
Let me know what your thoughts are about this.
(p.s. There will be only one bazooka-redeemer in the map ... like in unreal tournament..so the cvar for bazooka will work only on that one)
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Re: Unreal versus CoD2
You need to alter the weapon file or make a new weapon altogether. Keep in mind you'd have to model all of the aspects of the weapon + its animations(reloading, shooting, putting away etc.)
Altering the weapon file itself is easier, it's in iw_13.iwd/weapons/mp/panzerschreck_mp. Extract it, open with a simple text editor and change what you need(splash damage is explosionInnerDamage and explosionOuterDamage iirc). Repack it in a seperate .iwd and put it in your main folder.
Altering the weapon file itself is easier, it's in iw_13.iwd/weapons/mp/panzerschreck_mp. Extract it, open with a simple text editor and change what you need(splash damage is explosionInnerDamage and explosionOuterDamage iirc). Repack it in a seperate .iwd and put it in your main folder.
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Re: Unreal versus CoD2
aha ok. That's also what I thought but I was wondering if the damage radius could be anything I want ... maybe it's to big ?
Oh well, I'll start twiddling around with it and see what I can make.
Oh well, I'll start twiddling around with it and see what I can make.
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Re: Unreal versus CoD2
I made a redeemer look alike by changing the projectilespeed and blastradius.
Thx
Thx
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Re: Unreal versus CoD2
Add me on xfire I wanna test the map
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Re: Unreal versus CoD2
No prob happy to help.<LT>YosemiteSam[NL] wrote:I made a redeemer look alike by changing the projectilespeed and blastradius.
Thx
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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Re: Unreal versus CoD2
Don't use xfire and I haven't started on the map yet. Only made a test map with a jumppad, a teleport, some water you will die in after too long in (like the green stuff in unreal). Been busy changing the panzer into the redeemer and finally got it.Lev!athan wrote:Add me on xfire I wanna test the map
I changed the damage radius and strenght, the firesound, the sound of the rocketflying and the explosionsound of the rocket.
Didn't change the looks of the panzerschreck but I figure that will take me too long
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Re: Unreal versus CoD2
This gunna be for CoD2 only then? Btw 100th post. i know it isnt a lot but oh well
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Re: Unreal versus CoD2
Yep it's for CoD2
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Re: Unreal versus CoD2
Another question,
I want the players on my unreal map to start with only a pistol and nothing more (like in unreal).
Downloaded a pistols only mod but I don't want to incooperate this into my map. The mod gives you 2 pistols and I don't want that.
And I want people to be able to carry more then 2 weapons (again...like in unreal), auto pickup and carry every weapon they pick up.
Can this be done or is this too much work for me as a partial newbie to programming ?
Thx in advance.
I want the players on my unreal map to start with only a pistol and nothing more (like in unreal).
Downloaded a pistols only mod but I don't want to incooperate this into my map. The mod gives you 2 pistols and I don't want that.
And I want people to be able to carry more then 2 weapons (again...like in unreal), auto pickup and carry every weapon they pick up.
Can this be done or is this too much work for me as a partial newbie to programming ?
Thx in advance.
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Re: Unreal versus CoD2
Look into the current game code and locate the portion about loadouts, possible in individual gametypes for CoD2...
Now you should see "takeallweapons" and "giveweapon" and finally "switchtoweapon".
Modify accordingly.
Post back if you are struggling.
Now you should see "takeallweapons" and "giveweapon" and finally "switchtoweapon".
Modify accordingly.
Post back if you are struggling.
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Re: Unreal versus CoD2
Thx m8 i'll try that.
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Re: Unreal versus CoD2
I want a script to check if the time is 5 minutes and then play a sound (again like in unreal ).
I've made this little script but it doesn't work (mainly cause I don't realy know what i'm doing )
can someone guide me in the right direction please.
I've made this little script but it doesn't work (mainly cause I don't realy know what i'm doing )
Code: Select all
thread time();
}
time()
{
while(1)
{
time = getTime();
if("time" = 300);
playsound ("5minutes");
}
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Re: Unreal versus CoD2
I think getTime counts up, not down, but look in the gametype functions for "checkTimeLimit" function, and that will show "timepassed".
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Re: Unreal versus CoD2
The bad syntax error which I get when running the script is referring to the number 300....it sees it as a bad syntax.
I've looked in the dm_cfg file for checktimelimit and I see what it's doing and how it works. But I think the main problem is that number 300.
I'll also try to write it like in the dm_cfg (timepassed - gettime and so on).
I've looked in the dm_cfg file for checktimelimit and I see what it's doing and how it works. But I think the main problem is that number 300.
I'll also try to write it like in the dm_cfg (timepassed - gettime and so on).
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