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Ripper MK 2

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

Moderators: Semfry, ividyon

User avatar Aspide
Skaarj Warrior Skaarj Warrior
Posts: 84
Joined: 14 May 2021, 23:08

Subject: Ripper MK 2

Post Posted: 09 May 2023, 06:38

Hello everybody, I made a mutator that replaces the original Ripper with a more powerful variant, this version looks and sounds the same as the original but there are some differences:

-Primary fire: it deals more damage and it also goes through enemies, so one blade can potentially kill more than one player.
-Secondary fire: it deals more damage and it can be guided with your crosshair.

This mutator was done because I always thought the Ripper is the only weapon in the UT arsenal that needs some improvements to make it as deadly as the other weapons :D .

This mutator is for UT99 only and can be downloaded here:https://ut99.org/viewtopic.php?f=7&t=15849
Somewhere in Nevada...

Skaarj Scout Skaarj Scout
Posts: 33
Joined: 08 Oct 2016, 19:26

Subject: Re: Ripper MK 2

Post Posted: 10 May 2023, 18:49

Aspide wrote:This mutator is for UT99 only

It works under Unreal 227 too ))

The current implementation of Razor2AltMk2 has a couple of issues related to network game: its decals do not appear and the explosion effect sometimes appears and sometimes does not (I tried UT 469c).

Perhaps, I'd resolve these issues by subclassing RipperPulse, where the derived class would spawn RipperMark client-side in PostBeginPlay (under condition Level.NetMode != NM_DedicatedServer). Actors of the derived class should be spawned in projectile's HitWall under condition Level.NetMode != NM_Client (that is, in a network game the explosion effect should be spawned server-side and then replicated to clients).

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