Hello everyone,
I've been working on a project for Unreal Tournament for a while now and I've done most of the scripting and level design for it. To take off some of the load I've tried recruiting a couple other people to help me on the part of both of those activities. Unfortunately I've found that I've been unable to get in contact with either of them as they have either apparently died in front of their computers or have gotten a life. Either way isn't good news for me...Anyway, to summarily put it: I'm looking for someone who can whip up a script for me that I can actually depend on. I've been working so long on this thing that I just want to get it done now, really, and before the next college semester! I'm certainly willing to pay for quality work. So, if anyone is interested, please PM me or add [ES]Sonic the Hedgie or [ES]Xoleras on Steam (either one will provide the same details). Thanks!
P.S. I'd prefer the latter method of contact
Looking for a skilled / experienced scripter that won't fall through
7 posts •
Page 1 of 1
- xortion
- Skaarj Scout
- Posts: 15
- Joined: 26 Oct 2012, 07:11
Subject: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 22 Jun 2013, 00:19
- Buff Skeleton
- >:E
- Posts: 4173
- Joined: 15 Dec 2007, 00:46
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 22 Jun 2013, 00:34
Might help if you specify what it is you want scripted.
- xortion
- Skaarj Scout
- Posts: 15
- Joined: 26 Oct 2012, 07:11
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 22 Jun 2013, 00:43
Basically I need a vehicle (jet) like TV's that is exclusive to my own project. That's really the basic whole of it. Except that I'd like some additions to that :
-Player enters by Touch or Use
-Adjustable speed
-Speed shown in DrawText
-Changeable mesh
(the jet HUD will change when the player enters)
Extras / Bonus
-ScriptedPawn Jet
-Custom HUD
-Mounted weapon(s) (rockets or bullets will do)
-Collision system (where colliding with the edge of the jet
deflects it, does not make it explode, -health, etc.)
-more?
-Player enters by Touch or Use
-Adjustable speed
-Speed shown in DrawText
-Changeable mesh
(the jet HUD will change when the player enters)
Extras / Bonus
-ScriptedPawn Jet
-Custom HUD
-Mounted weapon(s) (rockets or bullets will do)
-Collision system (where colliding with the edge of the jet
deflects it, does not make it explode, -health, etc.)
-more?
- makemeunreal
- Banned
- Posts: 1296
- Joined: 20 Mar 2011, 09:20
- Contact:
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 22 Jun 2013, 09:10
https://www.youtube.com/watch?v=VtydOiqFPvU
Dots' advanced vehicles mod, with much more realistic physics. Version 1.5.
http://hyper.dnsalias.net/dl/Vehicles.7z
Dots' Unreal 2 vehicles mod. The Raptor, Juggernaut etc. from Unreal 2 with the physics of the above Vehicles mod. Nicely made.
http://hyper.dnsalias.net/dl/U2Vehicles.7z
Youcan create our own vehicles using the code.
Dots' advanced vehicles mod, with much more realistic physics. Version 1.5.
http://hyper.dnsalias.net/dl/Vehicles.7z
Dots' Unreal 2 vehicles mod. The Raptor, Juggernaut etc. from Unreal 2 with the physics of the above Vehicles mod. Nicely made.
http://hyper.dnsalias.net/dl/U2Vehicles.7z
Youcan create our own vehicles using the code.
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."
- xortion
- Skaarj Scout
- Posts: 15
- Joined: 26 Oct 2012, 07:11
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 22 Jun 2013, 12:49
Haven't downloaded it yet, but this is works on UT99 as well? I'm on a laptop right now.
- gopostal
- Skaarj Lord
- Posts: 152
- Joined: 01 Aug 2008, 06:35
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 23 Jun 2013, 15:34
IIRC the vehicles work but the replication online isn't good, meaning they won't go on servers but will do just fine for SP campaigns.
- Draco Nihil
- Skaarj Lord
- Posts: 197
- Joined: 06 Jun 2012, 21:18
- Location: Independence, Kansas
- Contact:
Subject: Re: Looking for a skilled / experienced scripter that won't fall through
Post Posted: 23 Jun 2013, 17:03
Here's what I had going before I eventually gave up out of depression:
I stopped working when I realized I'm basically bastardizing code .:..: wrote and I was doing it off the top of my head too.
So yeah, sorry about that. And by no means did this ever work properly online which is another reason why I gave up because dealing with replication for both Unreal 1 and UT99 gave me a serious headache.
As for failing to be in contact you happened to message me at the wrong time and I hadn't noticed you at all (I've mostly been bed ridden for a good few weeks struggling with feeling like shit), then I noticed you somehow got blocked (along with several others not mentioning names obviously) on my account while I was out taking a walk around the block so I guess one of my roommates thought it'd be a fun joke to piss off everyone on my friends list.
I did get your PM on YouTube but I thought I'd respond here seeing you put up a thread here and I feel like someone else should take over because I've got some problems in real life I need to take care of before I drive myself mad.
Code: Select all
//=============================================================================
// LandedSkimmer.
//=============================================================================
class LandedSkimmer expands Decoration;
function Landed(vector HitNormall)
{
SetPhysics(PHYS_None);
}
function Trigger( actor Other, pawn EventInstigator )
{
Super(Actor).Trigger( Other, EventInstigator);
}
singular function BaseChange()
{
local Skimmer S;
if( (Base == None) || (Base == Level) )
{
SetPhysics(PHYS_None);
return;
}
else if ( PlayerPawn(Base) != None )
{
SetCollision(false, false, false);
bCollideWorld = false;
SetCollisionSize(0.000000, 0.000000);
bHidden = true;
Instigator = PlayerPawn(Base);
S = Spawn(Class'Skimmer.Skimmer',Instigator,'');
if( S != None )
Destroy();
else
{
Instigator = None;
SetCollision(true, true, true);
bCollideWorld = true;
SetCollisionSize(Class'Skimmer.LandedSkimmer'.Default.CollisionRadius, Class'Skimmer.LandedSkimmer'.Default.CollisionHeight);
bHidden = false;
SetBase(None);
}
return;
}
else
{
SetPhysics(PHYS_None);
SetBase(None);
}
}
function Timer();
function Bump( actor Other );
defaultproperties
{
bPushable=True
bStatic=False
bCanTeleport=True
bCollideWhenPlacing=True
bStasis=False
DrawType=DT_Mesh
Mesh=LodMesh'Skimmer.SkimmerM'
CollisionRadius=257.000000
CollisionHeight=45.000000
bCollideActors=True
bCollideWorld=True
bBlockActors=True
bBlockPlayers=True
bProjTarget=True
Mass=40.000000
}
Code: Select all
//=============================================================================
// Skimmer.
//=============================================================================
class Skimmer extends Projectile;
#exec OBJ LOAD FILE="GenIn.utx" PACKAGE=GenIn
#exec MESH IMPORT MESH=SkimmerM ANIVFILE=Models\SkimmerM_a.3d DATAFILE=Models\SkimmerM_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkimmerM X=0 Y=0 Z=0 YAW=-64
#exec MESH SEQUENCE MESH=SkimmerM SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=SkimmerM MESH=SkimmerM
#exec MESHMAP SCALE MESHMAP=SkimmerM X=0.50195 Y=0.50195 Z=1.00391
#exec MESHMAP SETTEXTURE MESHMAP=SkimmerM NUM=0 TEXTURE=gship1
#exec MESHMAP SETTEXTURE MESHMAP=SkimmerM NUM=1 TEXTURE=FireEffect28a
var SkimmerControls Avionics;
var() int Health;
var() float FireRate;
var() float AltFireRate;
var float Throttle;
var float CurrentSpeed;
var float LastTickOccurence;
replication
{
reliable if ( Role == ROLE_Authority )
Health, Throttle, CurrentSpeed;
}
function Destroyed()
{
if( PlayerPawn(Owner)!=None )
{
Pawn(Owner).DrawType = Pawn(Owner).Class.Default.DrawType;
Pawn(Owner).Visibility = Pawn(Owner).Class.Default.Visibility;
if( PlayerPawn(Owner).Health > 0 )
{
Pawn(Owner).SetPhysics(PHYS_Falling);
Pawn(Owner).SetCollision(true, true, true);
Pawn(Owner).bCollideWorld = true;
}
}
Super.Destroyed();
}
simulated function PostBeginPlay()
{
if( PlayerPawn(Owner) == None )
{
Destroy();
return;
}
else
{
Super(Actor).PostBeginPlay();
if( ROLE == ROLE_Authority )
{
Avionics = Spawn(Class'Skimmer.SkimmerControls',Owner,'');
if( Avionics == None )
{
Destroy();
return;
}
else
{
Avionics.Skimmer = self;
Owner.SetCollision(false, false, false);
Owner.bCollideWorld = false;
Owner.DrawType = DT_None;
Pawn(Owner).Visibility = 255;
Owner.SetPhysics(PHYS_None);
Owner.SetLocation(Self.Location);
Owner.SetBase(Self);
PlayerPawn(Owner).ViewTarget = Self;
Enable('Tick');
Enable('Bump');
Enable('Touch');
}
}
}
}
simulated function Tick( float DeltaTime )
{
if( PlayerPawn(Owner) == None )
{
Disable('Tick');
Destroy();
return;
}
if( Owner.Base != Self )
{
Owner.SetBase(Self);
Owner.SetPhysics(PHYS_None);
Owner.SetLocation(Self.Location);
}
if( PlayerPawn(Owner).bWasForward )
Throttle = FClamp( Throttle+0.2*DeltaTime, 0.15, 1.0 );
if (PlayerPawn(Owner).bWasBack )
Throttle = FClamp( Throttle-0.2*DeltaTime, 0.15, 1.0 );
MaxSpeed = 2500*Throttle;
RotationRate.Pitch = Class.Default.RotationRate.Pitch - VSize(Velocity)*4.5;
RotationRate.Yaw = Class.Default.RotationRate.Yaw - VSize(Velocity)*4.5;
DesiredRotation += PlayerPawn(Owner).ViewRotation - PlayerPawn(Owner).DesiredRotation;
DesiredRotation.Roll = Rotation.Yaw - DesiredRotation.Yaw;
Acceleration = Vector(Rotation)*MaxSpeed;
CurrentSpeed = VSize(Velocity)*0.001;
AutonomousPhysics(DeltaTime);
}
simulated singular function ProcessTouch(Actor Other, Vector HitLocation)
{
local int HitDamage;
if( Pawn(Other) != None )
{
Hitdamage = VSize(Velocity);
if( HitDamage > 0 )
Other.TakeDamage(hitdamage, instigator,HitLocation, (35000.0 * Normal(Velocity)), 'crushed' );
}
}
simulated singular function Bump( Actor Other )
{
Touch(Other);
}
simulated function SetRoll(vector NewVelocity)
{
local rotator newRot;
newRot = rotator(NewVelocity);
PlayerPawn(Owner).ViewRotation = newRot;
SetRotation(PlayerPawn(Owner).ViewRotation);
DesiredRotation = PlayerPawn(Owner).ViewRotation;
}
simulated singular function HitWall (vector HitNormal, actor Wall)
{
if( !Wall.IsA('BlockAll') )
Touch(Wall);
Velocity -= 2 * ( Velocity dot HitNormal) * HitNormal;
SetRoll(Velocity);
}
simulated function TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
{
if( EventInstigator == None )
EventInstigator = Pawn(Owner);
if( Role == ROLE_Authority )
{
switch(DamageType)
{
case('shot'):
Damage *= 0.25;
break;
Default:
break;
}
Health -= Damage;
if( Health <= 0 )
{
if( Avionics != None )
Avionics.Destroy();
Owner.TakeDamage(Pawn(Owner).Health*1000, EventInstigator, Owner.Location, VRand()*25000, 'exploded');
Explode(Location, vect(1.0,1.0,1.0));
}
}
}
defaultproperties
{
Health=853
FireRate=1.000000
AltFireRate=1.000000
Throttle=0.150000
speed=2500.000000
MaxSpeed=2500.000000
Damage=80.000000
bCanTeleport=True
bCollideWhenPlacing=True
bNetTemporary=False
RemoteRole=ROLE_SimulatedProxy
LifeSpan=0.000000
Mesh=LodMesh'Skimmer.SkimmerM'
CollisionRadius=257.000000
CollisionHeight=45.000000
bBlockActors=True
bBlockPlayers=True
bProjTarget=True
bBounce=True
bRotateToDesired=True
Mass=1000.000000
Buoyancy=1000.000000
RotationRate=(Pitch=15000,Yaw=15000,Roll=5000)
}
Code: Select all
//=============================================================================
// SkimmerControls.
//=============================================================================
class SkimmerControls expands Weapon;
var Skimmer Skimmer;
replication
{
reliable if( Role == ROLE_Authority )
Skimmer;
}
function inventory PrioritizeArmor( int Damage, name DamageType, vector HitLocation )
{
return self;
}
function int ReduceDamage( int Damage, name DamageType, vector HitLocation )
{
return 0;
}
function Destroyed()
{
if (MyMarker != None )
MyMarker.markedItem = None;
// Remove from owner's inventory.
if( PlayerPawn(Owner)!=None )
{
Pawn(Owner).DrawType = Pawn(Owner).Class.Default.DrawType;
Pawn(Owner).Visibility = Pawn(Owner).Class.Default.Visibility;
if( PlayerPawn(Owner).Health > 0 )
{
Pawn(Owner).SetPhysics(PHYS_Falling);
Pawn(Owner).SetCollision(true, true, true);
Pawn(Owner).bCollideWorld = true;
}
Pawn(Owner).DeleteInventory( Self );
}
}
function PostBeginPlay()
{
Super(Actor).PostBeginPlay();
}
event TravelPostAccept()
{
Destroy();
}
//Using postrender instead
simulated event RenderOverlays( canvas Canvas );
simulated event PostRender( canvas Canvas )
{
if ( PlayerPawn(Owner) != None )
{
if( PlayerPawn(Owner).ViewTarget != Skimmer )
PlayerPawn(Owner).ViewTarget = Skimmer;
}
}
function SetWeaponStay()
{
bWeaponStay = false;
}
event float BotDesireability(Pawn Bot)
{
return -MaxInt;
}
function float RateSelf( out int bUseAltMode )
{
return -MaxInt;
}
function bool HandlePickupQuery( inventory Item )
{
return True; //Can't pickup anything when in a vehicle!
}
function Weapon WeaponChange( byte F )
{
if( PlayerPawn(Owner) != None )
PlayerPawn(Owner).Weapon = Self;
}
function inventory SpawnCopy( pawn Other );
function SetSwitchPriority(pawn Other);
function GiveAmmo( Pawn Other );
function BecomePickup();
function BecomeItem();
function GiveTo( pawn Other );
function float SwitchPriority()
{
return -MaxInt;
}
function bool WeaponSet(Pawn Other)
{
return false;
}
function Weapon RecommendWeapon( out float rating, out int bUseAltMode )
{
rating = -MaxInt;
bUseAltMode = 0;
}
function DropFrom(vector StartLocation)
{
Destroy();
}
function CheckVisibility()
{
if( PlayerPawn(Owner) != None )
{
Owner.DrawType = DT_None;
Pawn(Owner).Visibility = 255;
}
}
function Finish();
function Fire( float Value );
function AltFire( float Value );
auto state Pickup
{
singular function ZoneChange( ZoneInfo NewZone );
// Validate touch, and if valid trigger event.
function bool ValidTouch( actor Other )
{
return false;
}
// When touched by an actor.
function Touch( actor Other );
// Landed on ground.
function Landed(Vector HitNormal);
function CheckTouching();
function BeginState();
function EndState();
Begin:
if( PlayerPawn(Owner) != None )
{
Instigator = Pawn(Owner);
PlayerPawn(Owner).Weapon = self;
PlayerPawn(Owner).AddInventory( Self );
GotoState('Idle');
}
else
{
Instigator = None;
SetOwner(None);
Destroy();
}
Dropped:
GoTo('Begin');
}
///////////////////////////////////////////////////////
state NormalFire
{
function Fire(float F)
{
}
function AltFire(float F)
{
}
Begin:
GoToState('Idle');
}
////////////////////////////////////////////////////////
state AltFiring
{
function Fire(float F)
{
}
function AltFire(float F)
{
}
Begin:
GoToState('Idle');
}
//**********************************************************************************
// Weapon is up, but not firing
state Idle
{
function AnimEnd()
{
Disable('AnimEnd');
}
function bool PutDown()
{
if( PlayerPawn(Owner) != None )
PlayerPawn(Owner).Weapon = self;
return False;
}
Begin:
Sleep(0.0);
bPointing=False;
Disable('AnimEnd');
}
//
// Bring newly active weapon up
// Bring newly active weapon up
state Active
{
function Fire(float F)
{
}
function AltFire(float F)
{
}
function bool PutDown()
{
return false;
}
function BeginState()
{
bChangeWeapon = false;
}
Begin:
bWeaponUp = True;
GoToState('Idle');
}
//
// Putting down weapon in favor of a new one.
//
State DownWeapon
{
ignores Fire, AltFire;
function bool PutDown()
{
return false;
}
function BeginState();
Begin:
if( PlayerPawn(Owner) != None )
PlayerPawn(Owner).Weapon = Self;
GoToState('Idle');
}
function TweenDown();
function TweenSelect();
function PlaySelect();
defaultproperties
{
bCanThrow=False
shakemag=0.000000
shaketime=0.000000
shakevert=0.000000
AIRating=0.000000
RefireRate=0.000000
AltRefireRate=0.000000
AutoSwitchPriority=255
InventoryGroup=255
bAmbientGlow=False
bRotatingPickup=False
RespawnTime=0.000000
PlayerViewOffset=(X=0.000000,Z=0.000000)
PlayerViewScale=0.000000
BobDamping=0.000000
PickupViewScale=0.000000
ThirdPersonScale=0.000000
Charge=1
ArmorAbsorption=100
bIsAnArmor=True
AbsorptionPriority=2147483647
MaxDesireability=0.000000
Icon=None
bHidden=True
bTravel=False
RemoteRole=ROLE_DumbProxy
bHiddenEd=True
DrawType=DT_None
Style=STY_None
Texture=None
DrawScale=0.000000
AmbientGlow=0
bUnlit=True
bOnlyOwnerSee=True
bAlwaysRelevant=True
SoundRadius=0
SoundVolume=0
TransientSoundVolume=0.000000
CollisionRadius=0.000000
CollisionHeight=0.000000
bCollideActors=False
bFixedRotationDir=False
Mass=0.000000
RotationRate=(Yaw=0)
DesiredRotation=(Yaw=0)
}
I stopped working when I realized I'm basically bastardizing code .:..: wrote and I was doing it off the top of my head too.
So yeah, sorry about that. And by no means did this ever work properly online which is another reason why I gave up because dealing with replication for both Unreal 1 and UT99 gave me a serious headache.
As for failing to be in contact you happened to message me at the wrong time and I hadn't noticed you at all (I've mostly been bed ridden for a good few weeks struggling with feeling like shit), then I noticed you somehow got blocked (along with several others not mentioning names obviously) on my account while I was out taking a walk around the block so I guess one of my roommates thought it'd be a fun joke to piss off everyone on my friends list.
I did get your PM on YouTube but I thought I'd respond here seeing you put up a thread here and I feel like someone else should take over because I've got some problems in real life I need to take care of before I drive myself mad.
“I am the dragon without a name...”
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