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 UT: Translocator *Update (11-23-09) Camera + Better Effects 
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Post Re: UT: Translocator *Update (8-23-09) More Visual Effects
Raintail99 wrote:
Is the whole shoot-the-module-and-get-gibbed-when-you-teleport-to-it possible/going to be implied?

Maybe.

LowestFormofWit wrote:
(Translocator effects)

Done. Still needs some work, but much it's better.

The simple controls aren't so simple to create. If someone is willing to do this, that will be nice. I'm still working on the flag (this one's tough too) and going to get started on the beacon limit.


Sun Aug 23, 2009 8:27 pm
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Post Re: UT: Translocator *Update (8-23-09) More Visual Effects
:???: I can't teleport to Beacon.only Remove Beacon :???: Left, Right, Crouch all can't let it work.


Mon Aug 24, 2009 7:15 am
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Post Re: UT: Translocator *Update (8-23-09) More Visual Effects
Oh! by the way, the Antenna is only on the UT99 one. (It might be on the 04 one, but I don't think so.)


Tue Aug 25, 2009 1:38 am
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Post Re: UT: Translocator *Update (8-23-09) More Visual Effects
Does the description for the normal translocators need changing? It still says pie menu and fire to remove it.
Other than that I think this is an exelent tool, I feel like taking on dummy fortress with one of these.

Edit:
As for the controlls I changed my remove to c along with my meele key, simple controlls could always have another button mapped but if possible the manual reload if this can be done easily.

What about 2 shots, the first fires and the second destroys it? It would have to reload on teleport.
(check the unitec FN F2000 for an example)


Tue Aug 25, 2009 10:01 am
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Post Re: UT: Translocator *Update (8-23-09) More Visual Effects
The UT99 Translocator has Primary Fire Shoot the disk, and, if Primary Fire is hit again while a disc is out, that is the return.
Also, reload is automatic after a teleport, so you should do as suggested above and make it just reload the disc on teleport. This would also solve a problem of multiple disks flying around.
Secondary Fire teleports to the disc, of course.

I'm also of the disposition that you shouldn't jam the Simple and Complex versions in one mod. Make that an option on download, no need for 2 versions of each gun on the tool menu. I need to get you a glowy effect for the space the actor leaves when teleporting too.


Fri Aug 28, 2009 12:46 am
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Post Re: UT: Translocator *Update (11-22-09) Improved Lua, Bug Fixes
Update. Improved controls, now if the beacon is out and you press fire, it is deleted. And you can now teleport to the beacon by pressing crouch, left, and right OR selecting the AI Gold Dig from the Pie Menu, so now all control types can use the same translocators.

Now to work on that camera feature...


Sun Nov 22, 2009 9:54 pm
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Post Re: UT: Translocator *Update (11-22-09) Improved Lua, Bug Fixes
Seems to work pretty well. This change makes this a much more practical tool/weapon.
However, it can telefrag through walls if said walls are thin enough. The thinness needed appears to be around the distance the door motors are from the edge of the module they are contained in.


Mon Nov 23, 2009 9:11 am
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Post Re: UT: Translocator *Update (11-22-09) Improved Lua, Bug Fixes
Bloody good fun.

Who needs a weapon or jetpack when one can TELEFRAG.


Mon Nov 23, 2009 9:24 am
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Post Re: UT: Translocator *Update (11-22-09) Improved Lua, Bug Fixes
Does the gold dig AI mean that on teleport it is set? Since sentry is used most shouldn't it be that? Also, if fire is now delete should there be two rounds, one can deploy, and the other remove, that way reload could be the teleport.

Other than that, great to see some updates on this, I remember when I got it and tried every mission by telefraging all opponents.


Mon Nov 23, 2009 5:52 pm
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Post Re: UT: Translocator *Update (11-23-09) More Bug fixes
Update. Fixed compatability issues with my gravity gun and pulse rifles (which I think only I knew about) and you can no longer Telefrag actors through walls.

Samohan25 wrote:
Does the gold dig AI mean that on teleport it is set? Since sentry is used most shouldn't it be that?

Gold Dig AI mode is only set when you set it yourself. When you have the Translocator out, the Beacon fired, and set the AI mode to Gold Dig, then you teleport. Otherwise, you can use CROUCH + LEFT + RIGHT to teleport whether or not you are currently holding the Translocator.

Samohan25 wrote:
Also, if fire is now delete should there be two rounds, one can deploy, and the other remove, that way reload could be the teleport.

The Lua is all in the Beacon, not rounds, so that wouldn't matter. And if Reload is teleport, what if you want to recall the Beacon you fired after the last recalled Beacon?

Also, can anyone think of a good button for the Camera? That's not a specific key binding?


Tue Nov 24, 2009 12:39 am
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Post Re: UT: Translocator *Update (11-23-09) More Bug fixes
Nice work, this is an awesome looking gadget.
I think i will download it straight away.


Wed Nov 25, 2009 11:47 pm
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Post Re: UT: Translocator *Update (11-23-09) More Bug fixes
i love this, it is pure awesome


Thu Nov 26, 2009 9:57 pm
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Post Re: UT: Translocator *Update (11-23-09) Camera + Better Effects
Update with Camera Mode, yo. And better effects. The first three gifs in the OP are now out-dated, anyone willing to make some gifs will be appreciated.

EDIT: Also, if anyone has the proper sounds for the UT3/UT 2007 Translocator, that would also be nice.


Sat Nov 28, 2009 3:43 am
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