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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Winterous wrote:
Ballistic weapons, a mod for Unreal Tournament.


*Unreal Tournament 2004


I've been lately busy and formatted my comp so I havent progressed much on the last weekend. But now, since my comp is formatted, it feels like its running even more smoothly then when I bought it. Gotta love the fresh feel of windows xp installation.

I checked out robolee's mod at school and yes, its a proof of concept but I strictly want to use round seperation because it only allows partial phasing.

When the railgun is fired, the particles are spread for 200 pixels ahead of the gun from where they fly off like they normally would. Its like a widely streched 50 particle shot. Otherwise the particles collide normally as they should, but allow you to phase through the first 200 pixels ahead.


Also I took Geti's advice and I removed the skull from the gibs on the head.
I also removed the spine gib for the same argument. Looks a whole lot much better now. And I increased the use of glows for the blood.
It looks fabulous now.


I think i'll put BW:M on hold while I work on the B22 stuff so we could release it for the public since there are lots of new stuff and variables that I could use for some of the weapons and other features. Really, you guys will be surprised by the things that will be in the next build.

You can still send me more maps and terrain files.


Mon Oct 27, 2008 10:46 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Ooh, I just thought of another thing the Separation makes the railgun good at.
It makes it a lot less powerful at short range, meaning it can't be turbo-whored.


Mon Oct 27, 2008 10:50 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Winterous wrote:
Ooh, I just thought of another thing the Separation makes the railgun good at.
It makes it a lot less powerful at short range, meaning it can't be turbo-whored.


Yeah, thats another feature that I though of. Its best used at a long range although it doesnt sound too realistic like that.


Mon Oct 27, 2008 10:54 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Ahw, nothing more fun than point-blank-ing targets with the rail gun...


Mon Oct 27, 2008 11:47 am
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Well, it could be somewhat rationalized by saying that the method by which it phases through objects (which slows down over time) also significantly decreases its ability to collide with the target.


Something along the lines of:

The missile houses a material distortion drive, which allows it to pass through objects unhindered.
This device works by disrupting the atoms that make up the projectile, temporarily breaking them up into subatomic particles and energy, which allows them to travel through most objects, only slightly hindered by rare contact, only to be magnetically forced back together into the solid metal slug.
However, a large amount of the energy released by breaking the atoms cannot be contained by the magnetic field, and escapes as bright light and loud popping noises, similar to that of a sonic boom.


Now, what this would mean in gameplay terms is:

Glows on some of the particles
A very nasty sounding gunshot
Lower recoil (yey for you!)
significantly less firepower up close
Possibly a spread in the particles, which could be explained by the rejoined atoms being dispersed by the process of rejoining


Mon Oct 27, 2008 12:48 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Haha, youre pretty good with scifi talk! :smile:
I just managed to find the right balance for the railgun so its awesome now.

Also now I'm completely convinced that the use of free unpinned AEmitters as projectiles in guns is a f*cking bad idea. As a hint for others: Always have your emitters as attached ones unless youre planning having them pinned really good.


Mon Oct 27, 2008 2:52 pm
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ill trust you on that one XD

good to hear you took the large bones out.
how is the HAMR firing a sprite?! will it just fail at shooting upwards or what? :P ive been playing with methods of making sprite rockets for a while but all i got were hellfire rockets XD
the HAMR is more accurate than that im assuming.. so why are you using a sprite?


Tue Oct 28, 2008 1:57 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I liked the bones :'(
sad that they will no longer be with us.
Can you make both versions? I really liked those skulls popping out. It was very awesome.


Tue Oct 28, 2008 2:51 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
As a hint for others: Always have your emitters as attached ones unless youre planning having them pinned really good.


I keep hearing that, but I never hear or experience any reasons why.


Tue Oct 28, 2008 3:20 am
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I'm glad you lost the bones, they were unrealistic and fake-looking.


Tue Oct 28, 2008 8:43 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Winterous wrote:
Ballistic weapons, a mod for Unreal Tournament.

Ah, wow, it's even in the OP. :P


Tue Oct 28, 2008 10:36 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Exalion wrote:
I'm glad you lost the bones, they were unrealistic and fake-looking.


I didnt lose the bones, I just removed the spine and the skull gibs since they truly are not supposed to be there because when a the torso/head explodes, the spine/skull are destroyed in the process and not magically removed and flung out of the exploded body part. The torso still gibs some random bones and a few bone shards, but not the spine anymore.

Geti: What do you mean? If you mean the slug sprite not pointing the direction its flying then yes, it is that and it cant be helped... yet. *wink*

The HAMR function just like the slug cannon on the AAL Marine except with different style and explosions.
It fires a very heavy slug that smashes the crap out of anyone it hits and if the slug is traveling fast enough and the surface it hits is tough enough, it will explode on impact.

Azukki wrote:
numgun wrote:
As a hint for others: Always have your emitters as attached ones unless youre planning having them pinned really good.

I keep hearing that, but I never hear or experience any reasons why.


I just talked about it with Data yesterday and now he fixed it. Now they are safe to use as projectiles in the next build. lol.


Tue Oct 28, 2008 11:21 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
yay next build.
also oh god i suppose these are going to have LUA scenes arent they.. gosh.
that or you are going to wait till the next built to release and you know something we dont. eh, either way, gonna be awesome.

and yeah, thats what i meant by get "rid of the skull" aswell, as it is kinda unfeasable. cool, glad you did.


Wed Oct 29, 2008 5:26 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I guess I was the only person who like the bones coming out of the corpse. Well, that's a shame.

And yes, these levels will be lua based, I assume it is possible that it will come out without build 22, but maybe numgun can clear the timeline for us?
also, "yay next build" has been seconded


Wed Oct 29, 2008 6:01 am
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That's what I meant about he bones numgun ;)

Hope build 22 comes out soon (although only so this is finished!)


Wed Oct 29, 2008 6:38 am
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