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BattleRPG Magic Weapons construction  XML
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BattleMode

Rampage
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Joined: 11/14/2007 01:35:49
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Kearin wrote:
And you can give each weapon its own inventory chain. The weapon power ups in Weapons of Power where just a unique kind of inventory chain I created that each got a chance to act on various weapon events like AdjustTargetDamage, AdjustPlayerDamage. It's not that bad really, just copy the InvManager model of InventoryChain. The trickiest part really is replication. 
I could chain my magic to get a similar effect, or create an ability that allows multiple magic. What I haven't figured out yet is if I want guns to have multiple types of magic.

Kearin wrote:
Also, one thing you guys need to consider with the approach you're taking of subclasses all the weapons is that you've locked the weapons that can be affected. If anyone makes a new weapons, you'll need to make a new subclass for it to work. I think Mysterial did it the correct way using a decorator/proxy pattern. By having RPGWeapon, he could support future weapons. 
His aproach has a lot of side effects (as documented in his source code). I prefer the cleaner aproach. Width some help from Shambler I figured out a way to also let it work for "unsupported" weapon types, but I have not implemented that yet.

Kearin wrote:
Lastly, for the overlays, you're right they pushed it down into UTPawn. There might be a way to do this with a custom material. Assuming the materials for weapons aren't complex, the effects would just be shaders that take the original weapon skin as an input. I'd have to play more with this to know for certain. 
Hm, this is going to take some figuring out.

Kearin wrote:
Good luck with your RPG mod. 
Thank you.
Kearin



Joined: 01/05/2008 02:09:23
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BattleMode wrote:
I could chain my magic to get a similar effect, or create an ability that allows multiple magic. What I haven't figured out yet is if I want guns to have multiple types of magic. 


WoP was a fun mod that changed the gameplay a little because now you were dependant on people juggling weapons, instead of just tossing copies. (Because throwing a wop sent the power ups with it and if you didn't juggle you didn't get them back) Also, players had to find the powerups dropped by the monsters, so fighting monsters was more important to find those powerups. Became a little like a collectable card game. Give me this and I'll trade you that. It was unique in that way.

And if you do or don't, at some point I will bring WoP forward to UT3 in some format. I haven't decided yet how that will be. I'm still waiting for the field of RPG mods to clear. I had intended to try my own after Invasion, but I'll see how things are when I actually finish Invasion.

BattleMode wrote:
His aproach has a lot of side effects (as documented in his source code). I prefer the cleaner aproach. Width some help from Shambler I figured out a way to also let it work for "unsupported" weapon types, but I have not implemented that yet. 


Care to spill the beans? I'm really curious how you're going to do this.
BattleMode

Rampage
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Joined: 11/14/2007 01:35:49
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Kearin wrote:

BattleMode wrote:
His aproach has a lot of side effects (as documented in his source code). I prefer the cleaner aproach. Width some help from Shambler I figured out a way to also let it work for "unsupported" weapon types, but I have not implemented that yet. 


Care to spill the beans? I'm really curious how you're going to do this. 
With a special bytehacked mutator it is possible to change default values of objects. By changing the name of the weapon and reverse engineering this back to the proper type of magic it should be possible to do magic without actually changing the weapon class. Since this aproach has its disadvantages (one of them being the delay) I think I will make this as an extra to support custom weapons and use my current aproach for the regular weapons.

Kearin wrote:
I'm still waiting for the field of RPG mods to clear. I had intended to try my own after Invasion, but I'll see how things are when I actually finish Invasion. 
I have a similar problem with the Invasion mods. I would prefer to spend time on supporting only one of them. Yours seems to have the best features but Galtanors seems to have better monsters.

Oh well, time to start working on my magic weapons and release a new BattleRPG.
Kearin



Joined: 01/05/2008 02:09:23
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Honestly though, the monsters are addons to a core Invasion mod. That's why I focused on making a solid robust foundation. With that, any monsters made for either will be easilly ported between the two.
BattleMode

Rampage
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Joined: 11/14/2007 01:35:49
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Kearin wrote:
Honestly though, the monsters are addons to a core Invasion mod. That's why I focused on making a solid robust foundation. With that, any monsters made for either will be easilly ported between the two. 
Good point. I have a similar aproach with BattleRPG. Create a solid core first, add 1001 abilities later (I am hoping DC will do some of those, but I think Druid is very busy lately). I intend to look into the things you and frostbyte did tomorrow. I think there are several advantages to a tightly connected RPG and Invasion mod.
BattleMode

Rampage
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Joined: 11/14/2007 01:35:49
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*** COULD NOT FIND DELETE MESSAGE BUTTON ***
Kearin



Joined: 01/05/2008 02:09:23
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I do as well. Although I will generalize anything done in invasion to fit in. I won't put hard coded hacks in for RPG. That said I've been building some little extras into mine that could be useful to RPG.

I already have in place stats tracking for scores per wave and number of waves survived without dying. I plan to add more as they come to me. Little things like this will allow for rewards for things like MVP on a wave. I'd also like to add a "Stylish Kill" reward for those who can kill monsters in creative ways. (Stylish Kill is a rip from metroid. I like that game. )
 
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