Could be asleep, typing random messages instead.

Evil Decorations [u1] [ut] [released]

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: Semfry, ividyon

User avatar Draco Nihil
Skaarj Lord Skaarj Lord
Posts: 197
Joined: 06 Jun 2012, 21:18
Location: Independence, Kansas
Contact:

Subject: Evil Decorations [u1] [ut] [released]

Post Posted: 12 Nov 2013, 12:26

NOTICE IF YOU HAVE DOWNLOADED THIS PREVIOUSLY PLEASE REDOWNLOAD THIS TO AVOID VERSION MISMATCHES!!!! SORRY ABOUT THAT.


Yeah, you're probably thinking. (Hey isn't that the mod Ageukelli made a long time ago? What's the big deal!?)

This isn't ANYTHING like that mod or my previous "EvilDecs.u" mod.

This will scare the hell out of you, they will not move unless NO ONE is looking at them. This includes ANY scripted pawn\bot\player in the level.

The mutator class is:
EvilDecorations.EDMute

Which has two config variables stored in EDMute.ini

ChanceToReplace: Rough percentage chance a normal decoration is replaced with a evil one
bVerbose: For server admins if they think the mutator isn't working. (Will tell you if a decoration cannot be replaced most often due to it's location)

Included also is a .INT file so that you can configure the mutator within Advanced Options as well as translate the names of the decorations themselves to your native language if need be.

Here are the list of evil versions:
Barrel
WoodenBox
MedWoodBox
SmallWoodBox
Vase
Pottery0
Pottery1
Pottery2
Chest
Table
Chair
SludgeBarrel
TarydiumBarrel

I decided not to add the statues because you cannot immediately destroy them with projectile fire, you have to push them off.

The superclass is Pawn, but Visibility is set at 0 and apart from not being able to grab these (for obvious reasons) you ARE able to push them around when they're not stalking you.

They rely on the same variables as Decoration for dropping items when destroyed, so you may effectively treat these the same as decorations except obviously possessed by a pyromaniac poltergeist.

http://www.udhq.org/dl/EvilDecorations.7z

Known issues:

  • They tend to not beable to path properly because of how poorly coded the native AI functions are.
  • You might get accessed nones in ScoreKill. (Can only really be fixed in the GameInfo itself)
  • Tarydium and Sludge barrel's might not kamikaze properly when chain reactioned by other Evil decorations, I'm not sure how to fix this either.
Last edited by Draco Nihil on 16 Nov 2013, 06:23, edited 3 times in total.
“I am the dragon without a name...”

Bleeder91<NL>
Skaarj Assassin Skaarj Assassin
Posts: 147
Joined: 24 Jun 2011, 18:45

Subject: Re: Evil Decorations [WIP]

Post Posted: 12 Nov 2013, 18:56

Darn, had a similar idea not that long ago :P
Hope you'll add the statues (mainly monk statue), those will truly creep you out.

bob
Skaarj Lord Skaarj Lord
Posts: 205
Joined: 23 Apr 2011, 02:24
Location: USA
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 12 Nov 2013, 19:00

i am so using this in a map with a stone angel mesh when it is finished :lol:

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1967
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: Evil Decorations [WIP]

Post Posted: 12 Nov 2013, 23:51

This sounds so simple but so great
ImageIgnorance is knowing anything
And only idiots know everything

User avatar Draco Nihil
Skaarj Lord Skaarj Lord
Posts: 197
Joined: 06 Jun 2012, 21:18
Location: Independence, Kansas
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 15 Nov 2013, 01:58

I'm pleased to announce this works properly online. (no big surprise there)

Now all I have to do is add actual pathing AI to this, and the rest of the decoration cast and it'll be finished.
“I am the dragon without a name...”

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 15 Nov 2013, 07:48

haha dude...i've been talking to Bleeder about making this for MONTHS! He said it was possible but never got around to it. I wanted to make the Monk Statue like the Weeping Angel from Doctor Who. Or SCP Containment Breach of course :P SCP-173 style

EDIT: This is pretty awesome, but I think they're way too slow. They have a slower groundspeed than cows! xD I may make a mutator that simply increases their groundspeed, but I think one should be included with the mod, for fast decorations (again weeping angel or scp 173 style).
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Draco Nihil
Skaarj Lord Skaarj Lord
Posts: 197
Joined: 06 Jun 2012, 21:18
Location: Independence, Kansas
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 15 Nov 2013, 10:55

There's good news and bad news.

Good news, I fully implemented the mod.

Bad news, pathing does not work on actors with low collision height. Blame the idiot who improperly coded "FindPathToward" and "actorreachable" functions... For some reason if a pawn is too short, that basically invalidates every god damn pathnode in the map... Good job Steve Polge.

I'll have the final version ready but I'm not sure if I'm going to bother making a mutator for this.
“I am the dragon without a name...”

User avatar ividyon
Administrator Administrator
Posts: 2354
Joined: 12 Nov 2007, 14:43
Location: Germany
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 15 Nov 2013, 11:51

Draco Nihil wrote:Bad news, pathing does not work on actors with low collision height. Blame the idiot who improperly coded "FindPathToward" and "actorreachable" functions... For some reason if a pawn is too short, that basically invalidates every god damn pathnode in the map... Good job Steve Polge.


IIRC this also happens the other way around; titans being able to find paths much easier if path nodes are set around their eye height. Bit annoying!
UnrealSP.org webmaster & administrator

User avatar Draco Nihil
Skaarj Lord Skaarj Lord
Posts: 197
Joined: 06 Jun 2012, 21:18
Location: Independence, Kansas
Contact:

Subject: Re: Evil Decorations [WIP]

Post Posted: 15 Nov 2013, 18:17

I'm working on the mutator right now, it'll have a single variable configuring the chance a decoration can become a evil one. A INT file will also be provided so that the names of the pawns can be translated.

Once I've verified this mutator functions appropriately I'll release this, though you will have to deal with the pathnode problem as there's no easy way to fix this it seems...
“I am the dragon without a name...”

User avatar Dr.Flay
Skaarj Lord Skaarj Lord
Posts: 222
Joined: 23 Aug 2012, 06:24
Location: Kernow, UK
Contact:

Subject: Re: Evil Decorations [u1] [ut] [released]

Post Posted: 22 Feb 2014, 07:08

Any chance of rehosting or mirroring ?

medor
Skaarj Lord Skaarj Lord
Posts: 171
Joined: 07 Jun 2009, 22:58

Subject: Re: Evil Decorations [u1] [ut] [released]

Post Posted: 22 Feb 2014, 13:40

[url=https://www.gametracker.com/server_info/77.135.96.69:7777/][img]https://cache.gametracker.com/server_info/77.135.96.69:7777/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:5555/][img]https://cache.gametracker.com/server_info/77.135.96.69:5555/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:6777/][img]https://cache.gametracker.com/server_info/77.135.96.69:6777/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:6666/][img]https://cache.gametracker.com/server_info/77.135.96.69:6666/b_350_20_692108_381007_ffffff_000000.png[/img][/url]


Who is online

Users browsing this forum: No registered users and 23 guests

Copyright © 2001-2024 UnrealSP.org

Powered by phpBB® Forum Software © phpBB Limited