Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Red Faction : Lounge : Idea based on UD [Forum Rules]  
Page 1
Multiple Page Topic : 2 
Back to Forum Thread List

FuryThor   Posted 13th Jun 2006 4:49am
L4Y Member
Post 446 / 831

I am not sure how many of members here plays Urban dead But I got nice idea based to it (loosely)
How it would be if there would be made a urban styled map into RF ?
This is just an idea I got while playing urban dead.
Project RF SDI
My RF Files  
 
Ninja~   Posted 13th Jun 2006 6:48am
L4Y Member
Post 239 / 644

I thought Iron Sun was "urban" style.
   
FuryThor   Posted 13th Jun 2006 8:17am
L4Y Member
Post 447 / 831

yeah well, but urban dead is about human survivors versus zombie hordes. Which would be nice as multiplayer idea.
Project RF SDI
My RF Files  
 
Assman15    Posted 13th Jun 2006 8:38am
Post 122 / 2085
Quoting FuryThor
yeah well, but urban dead is about human survivors versus zombie hordes. Which would be nice as multiplayer idea.


Zombies with guns then?
My YouTube    
Bigblack40   Posted 13th Jun 2006 8:42am
L4Y Member
Post 192 / 1150

Yer Zombie with guns, using the Butt of the GUn Only
   
FuryThor   Posted 13th Jun 2006 9:30am
L4Y Member
Post 448 / 831

Quoting Assman15
Quoting FuryThor
yeah well, but urban dead is about human survivors versus zombie hordes. Which would be nice as multiplayer idea.


Zombies with guns then?


No, with claws and bite but more damange and some special attributes on attacks etc.
Project RF SDI
My RF Files  
 
SKA-Diesel   Posted 13th Jun 2006 9:58am
L4Y Member
Post 519 / 719

It would be possible, but the zombies would be able to use the guns and the humans would be able to use the claws etc... this is because RF doesnt support "classes" in multiplayer.. so if one character has something, then any other character can kill him and pick up his weapon.

I tried to develop a mod called "Armed Forces", and basically there would be 4 character classe: infantry, explosives, heavy artillery, sniper.... but when you try to limit weapons to a character in RF the game crashes if they walk over the weapon.



The guys that were making Casualties of World War 2 made their maps so that a player was forced to choose ONE weapon before going into the main map.. but again if they kill another player with a different weapon then they can pick that weapon up.

So its not really feasible but maybe you could lower the dropped weapon on the Z axis so that when its dropped it appears well below the map... then using the CoWW2 techinique players would be stuck with their weapon until they respawn.
   



Assman15    Posted 13th Jun 2006 10:11am
Post 124 / 2085
In multiplayer, after killing a player and waiting a specific timeframe their dropped weapon will eventually disappear. Is that set time hardcoded or is it somewhere in the tables? (I haven't seen it anywhere if it is in tables...)
My YouTube    
RED-FROG   Posted 13th Jun 2006 11:27pm
L4Y Resident
Post 1176 / 5258

Hehe, whats that character on the screenshot, Diesel?
Have you made him?
Is this going to be another mod for RF?

put your answers here:
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
SKA-Diesel   Posted 13th Jun 2006 11:52pm
L4Y Member
Post 524 / 719

I would loved to man... I wanted to make "Canon Fodder" style characters for RF... but I think it would be more fun in 3rd person view.
   
RED-FROG   Posted 14th Jun 2006 12:00am
L4Y Resident
Post 1179 / 5258

lol this might be a stupid hack but its possible to replace the gun with a character which then looks like it was 3rd person.
But then the up/down axis for the players view has to be locked.

Nah forget about this idea..there are too many problems with it.
Damn Red Faction wont allow us to do anything that really changes the game!
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
SKA-Diesel   Posted 14th Jun 2006 12:14am
L4Y Member
Post 525 / 719

Where did you learn how to mod UT 2k4?

Or did you just teach yourself?
   
goober   Posted 14th Jun 2006 12:21am
L4Y Member
Post 3010 / 265

If you have time/are interested, id love to have you on the MarsWars team diesel
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
FuryThor   Posted 14th Jun 2006 12:26am
L4Y Member
Post 451 / 831

Quoting SKA-Diesel
I tried to develop a mod called "Armed Forces", and basically there would be 4 character classe: infantry, explosives, heavy artillery, sniper.... but when you try to limit weapons to a character in RF the game crashes if they walk over the weapon.


I am not absolute sure but I got kind of hunch that in original RF all characters use same skeleton to allow them to use all weapons. And I have managed to create weapons that you can't pickup from map because messed flags in tables.

So My hypotesis is that if someone would create totally different character classes with own boning, they should be able to use own weapons. However proofing this to be false will take quite LONG time of work, but I am willing to take this "challenge" mainly because I have red about 80% table file content (in search for various self made bugs) which caused RF to crash on start with error message.

Anyhow I can't start serious work because I have some plans for next 2 weeks and therefore I am not able to start any serious work.
Project RF SDI
My RF Files  
 
SKA-Diesel   Posted 14th Jun 2006 12:27am
L4Y Member
Post 526 / 719

Im interested, but I don't have the time. Especially after 2pm tomorrow.
   
RED-FROG   Posted 14th Jun 2006 12:40am
L4Y Resident
Post 1181 / 5258

Quoting SKA-Diesel
Where did you learn how to mod UT 2k4?

Or did you just teach yourself?

Often I just do the "learning by doing" thing. Weapons, characters and maps are not so different to make for UT2004 compared with RF, so I don't have many problems on that.

At first I've watched the VTMs on 3dbuzz.com and started to make my own weapon and character very soon. (the first character was a lego guy I simply used models from other mods to test things.
There was a lot of more learning before MarsWars..

It was funny when goober and me started the mars wars mod. I had no idea where to start with at all.
But its a good idea to look at other mods (I have downloaded over 10mods for the "research" )
Things were going step by step.. in the early progress I didnt even know how to change the movement speed of the players. And it is very hard to get help in the forums, I didn't expect this on such a big game. Or maybe I just have to join other forums
And I think it is the experience with Far Cry modding that helped me alot on UT04.
Hell I always thought I could never do anything on other games than Red Faction. But I think that was just because I never really tryed it

And most important of all is the fact that I have too much free time.
I often don't see this in the positive way, though.

the UDN pages hold tutorials and information about just everything on UT..http://udn.epicgames.com/Two/WebHome
I'm also very thankful for the offline version of unreal wiki. I could always acces those pages at home, too. http://wiki.beyondunreal.com/wiki/
Now you know where you have to go to when you want to know something about Unreal.

Quoting FuryThor
So My hypotesis is that if someone would create totally different character classes with own boning, they should be able to use own weapons. However proofing this to be false will take quite LONG time of work, but I am willing to take this "challenge" mainly because I have red about 80% table file content (in search for various self made bugs) which caused RF to crash on start with error message.

I think you're talking about the animation sets for each gun. In entity.tbl some characters have those +Specific Weapon lines, but they're only for different animations.
Not all characters use the same skeletons. There are miners, female, mercs, and maybe some more.
Hm..I just remembered, maybe you are refering to the AllowedWeapons flags. But these are not to prevent players from picking up things.

I think when you offset just the mesh of the item, the collision sphere will still be at the 0,0,0 coords.
Perhaps it is possible to override this collision sphere with a "dummy sphere" in the mesh named (csphere_0) (the same as for the characters) and put this to a different position (Z -100 or something.)
I dunno if cspheres work for items, though. (I think they do because I used them for a VFX pickup. VFX often have too big collision radii, or bounding spheres..?)

gtg..arg I wrote so much but who's gonna read my weird sentences at all?!
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jun 14th, 01:00am by RED-FROG
Page 1
Multiple Page Topic : 2 


Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.12 seconds.