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PostPosted: Fri Nov 04, 2011 6:08 pm 
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Imo the 2d weapons arent the creme dela creme.
But the pawns for sure! Btw - Nelsona - can you reveal me
how to unlock the chicomarine from the sevenbullets campaign?
I tried but its impossible hard to play through (even with ued!).

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PostPosted: Sat Nov 05, 2011 2:03 am 
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What do you mean ? Explain better what do you mean with unlock ?


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PostPosted: Sat Nov 05, 2011 6:26 am 
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I suddenly got this heavytrooper model in my list and
found out that it was after installing the SevenB mod.
But it has only one censorlike skin with a text ...
something like locked. So i assume that it can be
unlocked by beating the SevenBullets campaign.
And i saw the chicomarineskins.u in your system
downloads and thought you maybe knew more.

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PostPosted: Sat Nov 05, 2011 7:23 am 
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That stuff is collected and hosted for some modding and/or mapping, for ideeas maybe, not really to use them. Some codes can be an inspiration source. I don't looked at everything. It takes months to study each U. I was interested about other server-side tools. I found old tools but not used because they break map-vote and nobody wants this. I modified some of them for me to test them.

Anyway wild subclasses of ScriptedPawns as I saw many times, are just incorrect done, worse than defaults. As result I lost my interest in looking for stuff. A.I. is not easy to be programmed and many moders just released packages increasing the number of errors. I even note on my notebook bad stuff discovered to avoid adding on-line "awsome" works.

Other stuffs were a challenge. I found some interesting mutators in a Non-English webpage, was a bit hard to translate what was there, nobody have them as I saw in a bunch of downloads, and for the moment I keep them for me. Even a hit sounds section very well done including a general Pawn call not only Human and Bot. Can be used in MH and more games since is a general mutator, works without errors. Comparing QFeedBack with this one is a big difference. I was so happy to see such a nice work. There are still coders which love details.


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PostPosted: Sat Nov 05, 2011 8:17 am 
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???
Hang in there!

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PostPosted: Fri Dec 16, 2011 3:06 am 
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Checkout the Doom64.wad here
>> http://www.mediafire.com/?syz12jft6q05h#undefined
The sprites looking even better - almost like real 3d!

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PostPosted: Fri Dec 16, 2011 2:36 pm 
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Location: Palo Alto, CA
Kaal979 wrote:
Checkout the Doom64.wad here
>> http://www.mediafire.com/?syz12jft6q05h#undefined
The sprites looking even better - almost like real 3d!

Kaal, you do know you can link directly to a specific directory or file with mediafire, right?

I've noticed you often provide links that don't go anywhere specific when you're mentioning a specific file.

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PostPosted: Fri Dec 16, 2011 8:24 pm 
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I know - but since the link worked while láctually logged out it should work.
I wish i knew how to extract the sprites from the wad (it doesnt work anyhow)!
Btw - didnt the doompawns allow to define own sprites as properties ..?

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PostPosted: Sat Dec 17, 2011 7:28 am 
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Joined: Mon Aug 17, 2009 4:52 pm
Posts: 95
Location: Magic Land
the DoomPawns doesnt use sprites. It works kind of like the ZP mod which uses a separate actor class. The class links with the DoomPawns and projects a flat mesh to follow a player's view rotation, etc, to make it look like an sprite. Sadly, it wasnt coded properly to a point that it becomes not visible when the pawns are either above you or under you.

Anyways, I've been very busy lately and gave this a brake due that the Pawn's script was a mess for me to figure out and fix it. One of the biggest problem with these pawns is that their script was re-written from the default pawns and they don't follow the function that prevents them from fighting each other. It would be better if someone with AI scripting knowledge can fix their script since I have no previous experience with it. So, anybody that wants to help out on this just contact me and I will send a workable file to mess with.


Also, the script for the weapons is way different between Unreal and UT, specially the Client-side code which is the only thing that prevents them from working right. So far, the weapons work perfectly offline though but they're not really as good/fun/interesting as I thought they would :(


oh, all the skins are pretty bugged. I say that because you can see through where you're not supposed to due to the alpha color for transparency being inside where it shouldn't be.


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PostPosted: Sun Dec 18, 2011 2:50 am 
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Posts: 226
Hm, A.I. indeed is a sensitive problem. Maybe you need to look at some defaults like this:

Code:
function eAttitude AttitudeToCreature(Pawn Other)
{
   if ( Other.IsA('Skaarj') )
   {
      if ( Other.IsA('SkaarjBerserker') )
         return ATTITUDE_Ignore;
      else
         return ATTITUDE_Friendly;
   }
.....

Probably you will find some inspiration.

This example is from Skaarj. As I know, undeclared friendly or enemy classes may result for pawn to ignore other pawn at damageAttitude chapter, but I admit these days is time to dig deeper in A.I. codes, since I have a rare issue, but can crash server. A class has a messed code for combat and I want to redo a replacement. I don't know more things until I'll study A.I.
As I know, Waffnuffly from UnrealSP knows a bunch of things about monsters, has maps played only with engine errors and no error related to pawns, I think is true skilled in handling A.I. - he studied more hours each monster. From my side, that dude deserve all respect doubled.


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