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ChaosUT2 Melee and UT2003RPG
Posted: Sat Dec 06, 2003 2:50 am
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:
Code: Select all
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:
Hope this can be changed in a future version of ChaosUT

Posted: Sat Dec 06, 2003 2:55 am
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?
Posted: Sat Dec 06, 2003 3:37 am
by Mysterial
If it becomes one, I can easily add a hack to not do weapon speed for ChaosUT's melee weapons.
Posted: Sat Dec 06, 2003 7:26 am
by Shadowstar
Doesnt look like weapon speed affects the melees from what I can tell.
Posted: Sat Dec 06, 2003 8:18 am
by NeoNight
it does shadow... you have to have your weapon speed at 100+ (more or less)
Posted: Sat Dec 06, 2003 8:46 am
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?
Posted: Sat Dec 06, 2003 10:07 am
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

I was like ... what the!?!?
Posted: Sun Dec 07, 2003 6:00 pm
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.
Posted: Sun Dec 07, 2003 10:45 pm
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.
Posted: Mon Dec 08, 2003 3:07 am
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.
Posted: Mon Dec 08, 2003 5:04 am
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.
Posted: Mon Dec 08, 2003 9:04 am
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>
Posted: Mon Dec 08, 2003 12:45 pm
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).
Posted: Mon Dec 08, 2003 12:51 pm
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....
Posted: Wed Dec 10, 2003 9:55 pm
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.