ChaosUT2 Melee and UT2003RPG

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Mysterial
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ChaosUT2 Melee and UT2003RPG

Post by Mysterial »

ChaosUT2 Melee doesn't work right with UT2003RPG. It generates a whole lot of Accessed None errors in the log and the animations don't work properly. The problem is the use of the following statement (or similar) in the various melee weapons' WeaponFire subclasses:

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MeleeSword(Instigator.Weapon).DoSomething();
This doesn't work for UT2003RPG because Instigator.Weapon is never going to be a MeleeSword. However, there's no reason to use Instigator here, as WeaponFire has a Weapon property. This code should work:

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MeleeSword(Weapon).DoSomething();
Hope this can be changed in a future version of ChaosUT :)
jb
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Post by jb »

Mysterial,

that can be changed with no issues. However the melee code is very sensitive to the animation rate and fire rate. Whould this be an issue?
Jb
Mysterial
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Post by Mysterial »

If it becomes one, I can easily add a hack to not do weapon speed for ChaosUT's melee weapons.
Shadowstar
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Post by Shadowstar »

Doesnt look like weapon speed affects the melees from what I can tell.
NeoNight
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Post by NeoNight »

it does shadow... you have to have your weapon speed at 100+ (more or less)
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Shadowstar
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Post by Shadowstar »

I did, it didn't seem to have any affect...

It affected the guns but not the melee... Unless there's something I missed?
NeoNight
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Post by NeoNight »

eh? um are you using it in dual? .... I don't get it it should cause the weapons to swing so fast that you don't even see the swing animation.

coolest thing to see so far though, is when a bot picks up and uses the boots of flight artifact and is flying around you swinging a sword :lol: I was like ... what the!?!?
Last edited by NeoNight on Sun Dec 07, 2003 6:12 pm, edited 1 time in total.
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Mysterial
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Post by Mysterial »

NeoNight wrote:eh? um are you using it in dual? .... I don't get it it should cause the weapons to swing so fast that you don't even see the swing animation.
I'm turning that off for the next beta version because it was seriously screwing up the hit detection.
Shadowstar
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Post by Shadowstar »

I got it to work (or rather, not work). I had to turn up the speed to 200% but its kinda interesting, it seems the daggers are immune to the effect unless you turn the speed waay up.
Melekai
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Post by Melekai »

hmmm i love the speed in ut2003rpg. just need to modify the rules. so you have a slowest and a max value. and max value doesnt go nuts.
Shadowstar
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Post by Shadowstar »

Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
DJPaul3

Post by DJPaul3 »

Shadowstar wrote:Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
Oooh! 500,000 traces a second! Please! </sarcasm>
jb
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Post by jb »

Shadowstar wrote:Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
Rob we could do that but right now that was set to a hard value instead of a var. After doing much testing 20 itterations seems to be a good balance. Remember that in each pass it has to do anywhere from 4 to 7 traces which could start to impact performance. Its something that we may look at in the futrure (changing the the sweep value to a var).
Jb
jb
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Post by jb »

Oooh! 500,000 traces a second! Please! </sarcasm>
If we make that a var then maybe UT2k3RPG could modify that a bit with in reason. Again balance is everything here....
Jb
DJPaul3

Post by DJPaul3 »

jb wrote:
Oooh! 500,000 traces a second! Please! </sarcasm>
If we make that a var then maybe UT2k3RPG could modify that a bit with in reason. Again balance is everything here....
You know as well as I do that I was advising against having Stupid Amounts of traces, as you well know what would happen.
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