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[227] [UT] Skeletal Mercenaries

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User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 22 Aug 2012, 00:34

I took most of the anim notify code from the original mercenary, including that part. Maybe it would work if the spraytarget code was added to the mercenary's carcass.

User avatar Buff Skeleton
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 22 Aug 2012, 01:53

Oh shit, I didn't even think of that, good call. Dunno how that would work online but I'll have to check it out.
Image

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 22 Aug 2012, 14:17

[UDHQ]Jackrabbit wrote:- 2 lens flares for the commandomerc instead of just 1 spawned on the (right?) hand weapon
- For the merc trooper I would suggest remodeling his hand to a 2d 2-sided type hand like the stock unreal models did so it looks like he is holding it properly.


I can do that first suggestion, but I don't get what you mean by the second one. The merc trooper's hands are just like the regular mercenary's normal hand, and that shape is similar to the skaarj trooper's hands.

Edit: The next release will have the mercenary commando spawn two flares, and there will be one or two extra mercenary models included. Most of the new animations are done.

User avatar Tarydax
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 25 Aug 2012, 04:50

Good stuff as usual, Al. :tup:
Image

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 27 Aug 2012, 17:39

Thanks.

The new version is out. I added those extra animations you wanted, Waff, but I didn't do any coding for them aside from the alternating rocket fire and the anim notifies for the others. I added all of the new animations to the source, along with the Unreal models and code.

User avatar Buff Skeleton
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 27 Aug 2012, 17:48

Awesome! As long as the anims are there I should be able to work out fire mechanics. Thanks again!
Image

User avatar evilgrins
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 29 Aug 2012, 05:44

Image
Hey, you didn't mention they came in assorted colors!
Image

By the way, that MercenaryTrooper doesn't seem able to pick up weapons. Dunno if that was intended or not, it only just uses the dispersion pistol it spawns with.

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 29 Aug 2012, 13:48

I should have been more clear in the readme, sorry about that. I was thinking that if anyone used these for mapping, they would want to know that the trooper can pick up whatever weapon is set in their default properties, like the skaarj trooper classes.

I guess I should update that image, but it was never accurate to begin with. In the first release, they all used the stock mercenary skin.

User avatar evilgrins
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 30 Aug 2012, 21:49

You should make a pink one, go all Reservoir Dogs.

Better, put it in a little wheelchair, with a blanket in it's lap. It doesn't attack, it just waves a fist and complains about how life was when it was younger.

Oh, just remembered something...
viewtopic.php?p=55740#p55740
...so I'm not posting the same thing all over the place.

Read that one line in the talkbox.

When you play with various classes of the same monster they don't typically try to kill each other. The Krall don't try to kill the LeglessKrall or the KrallElite, same with the various classes of Brute and the original Mercenaries.

When I didn't have the "Stop Your Fighting" mutator on, your new Mercenaries started attacking each other.

Just saying.

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 30 Aug 2012, 22:41

Are they actually trying to kill each other, or are those kills accidental? I tested reactions to friendly damage by summoning them on top of each other, and they didn't start fighting. It might just be a MonsterHunt problem, because they seemed fine in 227/Oldskool.

User avatar evilgrins
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 31 Aug 2012, 09:01

AlCapowned wrote:Are they actually trying to kill each other, or are those kills accidental? I tested reactions to friendly damage by summoning them on top of each other, and they didn't start fighting. It might just be a MonsterHunt problem, because they seemed fine in 227/Oldskool.

Okay, they don't initially shoot at each other but if one accidentally shoots another one, the one that gets hit seems to take it personal and attacks back.

iLikeTheUDK
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 29 Oct 2012, 19:43

Can I please help with this one? I'd probably be able to enhance their animation a bit, as well as increase the detail a bit and add some additional morph targets for facial animation to go with the talk sounds (mainly the "sylXmr" sounds).
:^3

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 30 Oct 2012, 00:17

The source files are included in the zip file, you can do whatever you want with them.

iLikeTheUDK
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 30 Oct 2012, 05:17

Well, I'm using Blender, and I can't import FBX files. And for sone reason I have difficulty importing PSK files as well.
If you might give me a link to a plugin which allows importing of FBX files, it would be pretty good.
:^3

User avatar AlCapowned
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Subject: Re: [227] [UT] Skeletal Mercenaries

Post Posted: 30 Oct 2012, 11:44

I haven't done a lot of searching, but it seems like there isn't one because of legal issues.

Do you know if there are any formats I could export the animations as that would keep the skeleton and work with Blender? Otherwise, the only thing you could do is get the student edition of 3DS Max. :/

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