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Posted: Fri Nov 14, 2003 7:51 pm
by Shadowstar
Believe me, we'll have no shortage of ideas for new weapons after PR2.

Though I had an interesting thought. If we could attach some trace points to all of the guns, we could have a key which could do a basic swing, and voila, we have the ability to use the guns as melee weapons. Wouldn't need to be complicated, we'd really just be drawing on the existing melee combat system. You could shoot someone up, and then as they ran by you to get away, smack em over the head with the gun...

The possibilities are endless, and it would make for some really interesting Duel matches.

Posted: Fri Nov 14, 2003 8:23 pm
by jeditobe1
Unfortunately shadow.. youd have to make a new gun model and rebone it to do that with the current melee system 8O

Plus theres the same problem with the swinging animations :(

It would be cool though.. hehe sorta like in Halo where you can smack someone with the gun

Posted: Sat Nov 15, 2003 12:32 pm
by Melekai
ok.. i have a q, how DOES the coding fo rthe actually melee system work :).. very interested in that. fro the point the key is pressed to the point the action performed :P..

ive always dreamed of a game where you had your different skeletons and models. and each one had the same selection of weapons.. (a HUGE selection). with magic modifieres like in ut2k3rog fror example.. or diablo2 or some LOTR style.. but then the combat for melee, would allow for combos, like one press of attack a then followed by another attack a woudl do a differnt anim,... that kinda stuff,

then you could have a map king of the hill type, where you have your player having to defend a position and surive for as long as possible against hordes of people (i guess the sceen from lotr 2. at that mountain fort is a good example). and you could take part in either side of the battle. team 1 defends.. team two attacks. you can also work together against defending the castle form the hordes.

this pr2 seems like a might nice step towards my lil dream.. but still combos.. id imagine thats a bit too mcuh work for now.. pplus it requires a lot of animations.

also get hit animations.. and being able to loose an arm or a leg would be cool... with an option to respawn, if you happen to loose a few limbs too many and still not be dead). hehe.

not related to this mod as such.. but another idea that woudl have been coool is random player models :P

Posted: Sat Nov 15, 2003 1:12 pm
by jeditobe1
I think flagg already posted a link to this elsewhere, but a general rundown of how the coding behind Melee works can be found via the Melee 101 link in the Melee page of the docs: http://dynamic4.gamespy.com/~chaotic/in ... eapons.php

Posted: Sat Nov 15, 2003 4:17 pm
by Zachariah
StarGazer79 wrote: team 1 defends.. team two attacks.
You mean ASSAULT? wait for UT04 , you'll find what you want ( well , except the Melee weapons , but We've got ya covered there )

Posted: Sat Nov 15, 2003 11:49 pm
by Melekai
actualyl when i meant how melee works.. i was interested in the actual code for user input.. how the game recognizes a keypress, how it recognizes a key being held down and then relased.. and how you coded in combinations of keys to do say a back block.. see :)

mmm basically assult.. is what i meant yes. but sorta..
the idea was to have different settings or the assult maps.. maybe mutators can let you change that later. like say you have a team of peopel defending the base.. you coudl have a mosnter spawner for example.. standing there pumping out monsters into this li lvalley to attack tha castle. like the invasion gameplay mod i got from somewhere..

a good rpg needs a good melee system.. which i think you guys got.. but i hear theres a challenge in getting more than 2 players ina game?.. or is that just cause you wanna get the base code down before you do more than 2.

how hard would it be to add combos/moves to the mod after its complete?. cause you could once you released it actually get the mod community to submit animations / moves that could be added to the mod updates on a regular basis.

Posted: Sun Nov 16, 2003 6:07 am
by azrael716
as well as other things having to do with rpgs, i think an elemental system would be cool. i think someone might have brought that up already. having some kind of pickup or something to give your player an element and then depending on the other person's element, you would do more or less damage to that person. in special cases, maybe not being able to be hurt by a certain player at all.

it might be a bit pointless in such a fast paced game. worth a shot though.

Posted: Sun Nov 16, 2003 8:43 am
by NeoNight
speaking of rpg the ut2k3rpgbeta4 has been updated again and it now has an option to assign magical properties to starting weapons! ... so you know what that means when it comes to rpg and chaos melee :twisted: (just waitin for the chaos melee weapons now :P :twisted: ) actualy it randomly selects a magical property for your weapon... so it basicallly tells you what kind of weapon you have.

Vortex

Posted: Tue Nov 18, 2003 11:11 pm
by Blueberry
I think the Vortex coolest weapon ever. I wish we could run CUT2 on one of our Invasion servers but the Vortex sucks up the other players and then they all get pissed off and quit. Is someone going to fix it?

Re: Vortex

Posted: Tue Nov 18, 2003 11:16 pm
by Blueberry
Blueberry wrote:I think the Vortex coolest weapon ever. I wish we could run CUT2 on one of our Invasion servers but the Vortex sucks up the other players and then they all get pissed off and quit. Is someone going to fix it?

jb wrote:Yeap. Done. It will not kill team mates in INV now. It does however kill the owner if they are too close. It will be in PR2. How does that sound?
Awesome :wink: