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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Benpasko - Tried that already, it looked odd. But maybe yours will look better, so PM/post when you get it.
Raintail99 - I got telefragging to work sort-of. The only problem is that you telefrag yourself if you teleport.
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Fri Aug 21, 2009 4:46 pm |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
How about when you teleport close to an enemy you telefrag him and yourself but your actor is recreated. i will seem like you just telefraged him.
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Fri Aug 21, 2009 5:02 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Kiber, I think that might be solvable with an invisible 10 trillion sharpness emitter from the disk the lasts for the smallest amount of time possible, and activates when you teleport. I think if it was done right, it wouldn't hurt the person teleporting.
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Fri Aug 21, 2009 6:03 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
I just tested. No matter how short-lived the particles are, they will sill damage the translocatee because it's spawned the same time as the target is teleported. I'm going to need to do some more Lua for the Telefrag to work.
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Fri Aug 21, 2009 6:11 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
CaveCricket48 wrote: I just tested. No matter how short-lived the particles are, they will sill damage the translocatee because it's spawned the same time as the target is teleported. I'm going to need to do some more Lua for the Telefrag to work. Protip: Make particles appear BEFORE translocatee arrives.
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Fri Aug 21, 2009 6:13 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
So the emitter will be spawned, and then teleport the person a little after. Okay. Now to learn a little more Lua...
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Fri Aug 21, 2009 6:16 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Yeah, that sounds like a good idea, and a slight delay would be sweet, but for a delay maybe you could have the actor disappear, stay disappeared for a second, then reappear, so we can still use it to escape danger, but it would have time to emit the death particles.
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Fri Aug 21, 2009 6:19 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
I don't know how to make an actor disappear yet without dying. And the telefrag is working a bit better now, but there's another glitch: If you hold the Teleport controls without letting go, the beacon turns into a super digger and digs stuff. Releasing the tele controls stops the digging and teleports you.
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Fri Aug 21, 2009 6:33 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
CaveCricket48 wrote: I don't know how to make an actor disappear yet without dying. Scale = 0.01?
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Fri Aug 21, 2009 6:36 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Duh102 - I thought the limbs would remain the same.
Oh, and does anyone know how to say, in Lua, "If AEmitter Bla Bla is created then"?
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Fri Aug 21, 2009 6:42 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Hook ToAEmitter() EDIT: Assuming said AEmitter is luaed. EDIT2: Hooks are like: Code: OldToAEmitter = ToAEmitter ToAEmitter = hookfunc Hook func: Code: function hookfunc(Emitter) if Emitter.PresetName == "x" then <some crap> end return OldToAEmitter(Emitter) end
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Fri Aug 21, 2009 6:47 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Is it possible to do say "If AEmitter Bla Bla is created then" if the emitter is not Lua'ed?
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Fri Aug 21, 2009 6:57 pm |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
Also, just a little thing, the little blue circles after you teleport would be a cool effect.
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Fri Aug 21, 2009 8:27 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
CaveCricket48 wrote: No, but I have an idea that will get it to work. Currently, the teleportation sound is an emitter that is created when you teleport. If the emitter has a deadly burst of particles, that could be the Tele-fragging. Make a short delay between entering the command, and actually teleporting. And make the Telefrag particles high mass, not high sharpness, it shouldn't destroy terrain.
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Sat Aug 22, 2009 1:54 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: UT: Translocator *Update (8-21-09) '99 Translocator added
I found a website with lots of unreal tournament stuff, and they have a Translocator Section Here.
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Sat Aug 22, 2009 2:59 am |
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