Page 1 of 4

Getting Melee Weapons to Work With Switch Arsenal...

Posted: Thu Dec 04, 2003 8:48 pm
by Captain_Brian
How is it possible?

I made an int file with the following, but it didn't work:

[Public]
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeTemplar)


I'm trying to get the templar and the other melee weapons to show up in the Switch Arsenal weapons list, and also in the class weapon list. (I want to make different classes with the melee weapons for Team KOTH with crossbows and the such. :D )


Any help would be greatly appreciated!


-Capt

Posted: Thu Dec 04, 2003 9:47 pm
by Captain_Brian
Whoops, that was my goof! It was fine apparently, I just forgot to click the "Add New Weapons" button in Switch Arsenal! :D


Here's the finished code:

[Public]
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeDualDaggers)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeKatana)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeSword)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeTemplar)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeAxe)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeDoubleAxe)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeMace)
Object=(Class=Class,MetaClass=Engine.Weapon,Name=ChaosUT.MeleeWarHammer)


Just put the above into a notepad file and rename it to SwitchChaosMelee.int and violla! You now have melee weapons! Now I'm going to make classes so I can play Team KOTH with them. :D


-Capt

Posted: Thu Dec 04, 2003 10:01 pm
by NeoNight
great! :D /me goes make my Samurai/knight/whatever class :)

edit: doesn't seem to show up in the weapon list even after I click the add equipment button :( :? :cry:

Posted: Thu Dec 04, 2003 10:25 pm
by Captain_Brian
NeoNight wrote:great! :D /me goes make my Samurai/knight/whatever class :)

edit: doesn't seem to show up in the weapon list even after I click the add equipment button :( :? :cry:
You did make sure to rename the file a .int right? It might have saved as a .int.txt in which case it wouldn't work.


Though the problem I am having now is that the weapons don't seem to animate all the time. :/ It's wierd because one match they will be fine, and in another it doesn't work.


-Capt

Posted: Thu Dec 04, 2003 10:27 pm
by NeoNight
I remaned the file as an int file... maybe thats what caused the prob?

Posted: Thu Dec 04, 2003 11:13 pm
by jeditobe1
the animations will only work in the KOTH gametype, because it requires some specific gametype changes that only KOTH has right now (other than duel that is). This is why melee weapons arent a part of the main mutator.. they are dependant on the gametype.

Posted: Fri Dec 05, 2003 1:16 pm
by Melaneus
...

Posted: Fri Dec 05, 2003 2:40 pm
by jeditobe1
/wave melaneus :)

Posted: Fri Dec 05, 2003 5:27 pm
by jb
Hey thanks for effort looks good. However it may not be able to have up/down aiming as the standard PlayerController for 3rd does allow for this. (need to replace the AdjustAim function in PC). So maybe swap out their standard player controller for the ChoasPlayerControllerBase?

Posted: Sat Dec 06, 2003 1:14 am
by Shadowstar
Finally someone figured it out.

You know, I had suggested adding a feature like this several weeks ago in dev but everyone kept telling me it wouldn't work. Anyway, good job, man. This is a great mutator, I just played a ton of Invasion with melee's using my roguelike map... Pretty sweet.

And JB, aiming the melee's does work. It's the only way to kill those damn bugs... gotta aim downward so you can stab em.

The only suggestions I have are to reduce the size of the melee pickups, and get it so it can use all the stance moves (the stances are currently useless right now since each weapon only has a small set of moves that it can do).

Now all we need are some melee monsters to fight, but blocking seems to work well against most projectiles, I only wish I could bounce Skaarj plasma and krall blasts back at them...

Posted: Sat Dec 06, 2003 1:49 am
by jeditobe1
we said it wouldnt work because its technically not legal

We could do it.. just that it prohibits a lot of other mutators from running.

Posted: Sat Dec 06, 2003 1:58 am
by Melaneus
If there is any reason to override the pawn class this is this one. Most mutators don't care if the pawns aren't xPawns, as long as it's a subclass of xPawn.

Just have the pawn changing mutator sit by itself so it's completely optional of your other stuff.


Oh yeah, and just so you know there is a bug with the mutator I provided. Bots will not properly switch to the alternate pawn class the first time they spawn. Stupid bots.

Posted: Sat Dec 06, 2003 2:39 am
by jeditobe1
Bots do a lot of things wrong :D

Actually, in the original melee testing incarnation, we had a melee mutator since we didnt have duel ready enough to run it. Might be able to make an optional mutator for servers that want to try running it, but theres always the possibility of conflicts.

Either way, on our side its really up to jb i think.

Posted: Sat Dec 06, 2003 2:53 am
by jb
[quoe]You know, I had suggested adding a feature like this several weeks ago in dev but everyone kept telling me it wouldn't work.[/quote]

I never said it would not work. It viloates the "rules" of a mutator by changing the pawn class. A good and well written mutator will work with all gametypes and other mutators. It will not change the HUD, Pawn or PlayerController.
Oh yeah, and just so you know there is a bug with the mutator I provided. Bots will not properly switch to the alternate pawn class the first time they spawn. Stupid bots.
Yes you should use the ChaosDuelBot to swap out bots as we have a work around for that.

Posted: Sat Dec 06, 2003 4:57 am
by Captain_Brian
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