SwitchArsenal lets you change the weapons, including turning them off.Captain_Brian wrote:Is there a way to keep weapons from spawning on these maps?
Melee KOTH is unplayable for me since all the bots grab weapons, and the same goes for invasion.
-Capt
Getting Melee Weapons to Work With Switch Arsenal...
Yay! Thanks Melaneus!!! Switch arsenal = best damn weapon switching mutator of fun + 10 (I’ve actually been waiting and hoping for this, well this and 3 or more things 1 one which I didn't think was possible to do to ut2k3 until I've played this mod am beta testing) Now if Mysterial can do that hack he mentioned in the other thread for the weapon speed (though it would of been cool to be able to make it so your character swings weapons faster.. assuming the weapon had a slow swing in the first place) it would be like hes gotten stronger ...
oh and LOL and the "witch chaos meleeeeeeeeee" message
Anyway someone run a server with this! So we can all have a big ol melee weapon battle o death! (Only to have someone come out of no where and shoot us all lol)
ohh now to see if this works with kakuto 120% (that melee kung fu mut) lol then i'll have kung fu with melee weapon combat and guns
(hehehe)


oh and LOL and the "witch chaos meleeeeeeeeee" message
Anyway someone run a server with this! So we can all have a big ol melee weapon battle o death! (Only to have someone come out of no where and shoot us all lol)
ohh now to see if this works with kakuto 120% (that melee kung fu mut) lol then i'll have kung fu with melee weapon combat and guns


A knight of the new........
Choas Melee and Kakutou will definitely not work together. Both require a change in the pawn class. To get those to work at the same time would require someone to make a pawn class with both Chaos and Kakutou animation code built in.NeoNight wrote: ohh now to see if this works with kakuto 120% (that melee kung fu mut) lol then i'll have kung fu with melee weapon combat and guns![]()
(hehehe)
i just tired it funny thing is kakuto works with no prob.... but its like it overwrites the animations for chaos melee weapons
(btw you should try playing the melee weapons on your beta zelda map :p talk about funny and fun )
Well actually I was using switch arsenal and switch kakuto and switch chaos melee. I was using it in this upcoming TC called mini spy (which turns ut2k3 into a 3rd person action/spy console game
. (I swear from the way your character moves, to the way the camera works to what u can use to control your character) Thats when I noticed that kakuto works with it (the animations and everything) but the animations for the chaos melee weapons don't play :/. It was real cool though just to be able to run around with the melee weapons in your hand
(think conkers bad fur day and holding a katana
lol)

Well actually I was using switch arsenal and switch kakuto and switch chaos melee. I was using it in this upcoming TC called mini spy (which turns ut2k3 into a 3rd person action/spy console game



A knight of the new........
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- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
At least we have something that works.
If the mutator is optional, it should at least tide us over until we get the melee gametypes in proper. In fact, this mutator should actually allow us to find and identify any possible problems that we would encounter after implementing our gametypes, ahead of time.
For instance, and this is probably the biggest one, balancing.
Obviously, we need to do something about the balance between melee weapons and guns. Realism is one thing, but we're talking about issues that actually limit playability here. Blocking works, but isn't effective enough. There should be some reflection of projectiles and the collision could stand to be increased a bit. Also, we need to do something about monster health in Invasion compared to the melee weapons. Maybe in Invasion, player melee weapons should have thier damage quadrupled (this is based on my experiences with UT2003RPG, 4x seems to feel appropriate for the majority of the Invasion waves). Aside from that, a new pack of Invasion monsters would be a plus. We should be able to get at least one type of monster made pretty easily by just using the built-in skeleton models and telling them how to use melee weapons. After that, perhaps we can work on creating some of our own models for future monsters.
If the mutator is optional, it should at least tide us over until we get the melee gametypes in proper. In fact, this mutator should actually allow us to find and identify any possible problems that we would encounter after implementing our gametypes, ahead of time.
For instance, and this is probably the biggest one, balancing.
Obviously, we need to do something about the balance between melee weapons and guns. Realism is one thing, but we're talking about issues that actually limit playability here. Blocking works, but isn't effective enough. There should be some reflection of projectiles and the collision could stand to be increased a bit. Also, we need to do something about monster health in Invasion compared to the melee weapons. Maybe in Invasion, player melee weapons should have thier damage quadrupled (this is based on my experiences with UT2003RPG, 4x seems to feel appropriate for the majority of the Invasion waves). Aside from that, a new pack of Invasion monsters would be a plus. We should be able to get at least one type of monster made pretty easily by just using the built-in skeleton models and telling them how to use melee weapons. After that, perhaps we can work on creating some of our own models for future monsters.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
yeah.. :/ .. hmm if only there was someone who has the ability to create that (about 100X more of an ability to make such a thing then I do lol)Melaneus wrote:Choas Melee and Kakutou will definitely not work together. Both require a change in the pawn class. To get those to work at the same time would require someone to make a pawn class with both Chaos and Kakutou animation code built in.NeoNight wrote: ohh now to see if this works with kakuto 120% (that melee kung fu mut) lol then i'll have kung fu with melee weapon combat and guns![]()
(hehehe)
*nudge* *nudge* (pleeeeeeeeeeeeease)


A knight of the new........
-
- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
We'd have to get the creator of Kakutou in here too, hey we can have a mod-maker's party! I'll get the booze...
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
lol ...... ill get started on the orcs
btw, mysterial had added random magic weapons to starting weapons (in the latest version of ut2k3rpg)...so if ya want you can add that code to switch arsenal (like you did with the magic pick up weapons) so we can make classes that will start out with random magic weapons!




A knight of the new........
It would be nice to have a balanced version of the crossbow for use with the melee weapons.
For example:
A crossbow only has regular bolts, has a slower refire rate, and charging is more valuable. At close range, charge to damage translates to about:
no charge: 27 damage
half charge: 48 damage
full charge: 75 damage
I did a quick test with bots, and it is much more balanced against melee weapons. You can't gun people down, nor is it worthless.
For example:
A crossbow only has regular bolts, has a slower refire rate, and charging is more valuable. At close range, charge to damage translates to about:
no charge: 27 damage
half charge: 48 damage
full charge: 75 damage
I did a quick test with bots, and it is much more balanced against melee weapons. You can't gun people down, nor is it worthless.
Last edited by Melaneus on Sat Dec 06, 2003 11:39 pm, edited 1 time in total.
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- Posts: 53
- Joined: Tue Dec 02, 2003 5:54 am
Yeah, I tried using melee against bots with weapons and it was pretty hopeless. After a good five minutes I had only killed one of them, and only because he was fighting someone else.
I also made my own version of the crossbow for melee with weaponstuff, which did only 5% of the normal crossbow damage. In a low gravity setting this still rendered melee weapons nearly useless, even with the highly reduced damage.
I did a test with one of my friends and we'd take turns using the crossbow or melee. The one with the crossbow was always able to dodge all of the melee's attacks or kick him away.
I think that one of two things needs to be done, either increase the run speed of people using melee weapons or make the grapple able to hold onto other people. Because it is nearly impossible to get close to someone who is using ranged weapons when they are kicking/dodging/grappling away.
-Capt

I also made my own version of the crossbow for melee with weaponstuff, which did only 5% of the normal crossbow damage. In a low gravity setting this still rendered melee weapons nearly useless, even with the highly reduced damage.
I did a test with one of my friends and we'd take turns using the crossbow or melee. The one with the crossbow was always able to dodge all of the melee's attacks or kick him away.
I think that one of two things needs to be done, either increase the run speed of people using melee weapons or make the grapple able to hold onto other people. Because it is nearly impossible to get close to someone who is using ranged weapons when they are kicking/dodging/grappling away.
-Capt
Biggoron Sword
Melaneus:Is that a biggorons sword in the screenshot?




I'm being licked to death by kittens as i write
Re: Biggoron Sword
lol nah loooks like the master swordRoyalCat wrote:Melaneus:Is that a biggorons sword in the screenshot?![]()
![]()

A knight of the new........
Re: Biggoron Sword
Actually, it's my own design that I happened to have on hand. I just wanted to see if I could properly export meshes from MilkShape3D to UT, and was pleased to find that it works now.RoyalCat wrote:Melaneus:Is that a biggorons sword in the screenshot?![]()
![]()
Whoa. Hold up a Minuate here.
Shaodw, what are ya doin out here brO? Congrats, you have sucessfuly led this group of people down a good bit of our thought process of about 6 months ago. Now we dont have to do alot PR3. Thanks.
Melaneus, and Captain_Brian. Im sorry but im have to ask you to stop. What you are doing is ruining the next couple of months of work for me and my team mates. If you are members of other mods and want to work some sort of compatability great! But Lets do it the proper way. Get permission and all that. Alot of what has been done here and talked about here, we have been calling the "Medieval Mute". There is more to it then what is here, but this is pretty close to the core of it. And yes Spells were even brought up. We did this release cause we wanted people to get a taste of what was to come.
My point is this. While im verry happy that our work inspires you, and you want to do work based off of it, I didnt spend all those months building it so someone could take the foundation of our game and release that game before We do. I dont know if i speak for the entire team here, but I am asking you to stop what you are doing and remove it from the web. I was told that we did not do thing the way you are going because it was not the proper way to do things. I hate to be the barer of bad news, and bring the party down, but the truth is that i dont want someone hacking our code to beat us to the punch. If you are part of another mod team and want to design compatabilitys between the two then please Ask permission and work with us in the proper manner.
Again, Im sorry to have to be the barrer of bad tidings.
Shaodw, what are ya doin out here brO? Congrats, you have sucessfuly led this group of people down a good bit of our thought process of about 6 months ago. Now we dont have to do alot PR3. Thanks.
Melaneus, and Captain_Brian. Im sorry but im have to ask you to stop. What you are doing is ruining the next couple of months of work for me and my team mates. If you are members of other mods and want to work some sort of compatability great! But Lets do it the proper way. Get permission and all that. Alot of what has been done here and talked about here, we have been calling the "Medieval Mute". There is more to it then what is here, but this is pretty close to the core of it. And yes Spells were even brought up. We did this release cause we wanted people to get a taste of what was to come.
My point is this. While im verry happy that our work inspires you, and you want to do work based off of it, I didnt spend all those months building it so someone could take the foundation of our game and release that game before We do. I dont know if i speak for the entire team here, but I am asking you to stop what you are doing and remove it from the web. I was told that we did not do thing the way you are going because it was not the proper way to do things. I hate to be the barer of bad news, and bring the party down, but the truth is that i dont want someone hacking our code to beat us to the punch. If you are part of another mod team and want to design compatabilitys between the two then please Ask permission and work with us in the proper manner.
Again, Im sorry to have to be the barrer of bad tidings.
The Dark Side of Chaos.