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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/02/2006 01:37:24
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Mystic
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Joined: 12/21/2004 21:36:56
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id like to learn how to code..for unreal.the abilitie to manipulate and create to make a mini game inside a game awsome.. i respect the peeps who take thier time and create ,figure out ,codeing n such. <salutes ,so untill i learn how i can only think up ideas... heres some of my thuoghts..
new classes.
Monster Class,able to create monsters.able to turn into 1 monster.cost all adrenaline cant have pets while in monster form.would get abilities of La players just no maxing ..
bomber class.. lw class ,bonus,. is mine layer sets out all mines.able to drop clay more mines. gets mini ultima artifact.no vamp.
new weapons.
Magnetizer<magnetizes things to the walls or floors or cielings. <knockback mixed with null.>
razor flak <fraghouse low end weapon>just a new toy.
teleport pistol. <teleports creatures away from you with each shot.,doesnt kill>
regeneration gun<shots from this gun will allow targeted players to regain health points in time .<medic only.1pt of hp per 2 secs per lvl.
plasma burst grenade launcher. <low impact shock ball explosions 4 grenades per gun .
gun of flight .while its held you can fly.. untill the ammo runs out.
Randomizer,<cycles through diffrent magical attributes per 1minute .or per 50 shots.
lightning grenade launcher or mines. <like the lightning rod .zaps creatures witha low lvl bolt.for 5 or so zaps..
ion surge.<ion beam allows all players hit with it,to have temporary energy burst.
magno nuke. <hovers in a spot sucking all creatures into the epicenter.for few seconds..
tele-nuke, Teleports all creatures hit with this to a diffrent location
root gun . adheres targets feet into the ground for 30 seconds. doesnt harm you just adheres u to the ground.
mini-shock ..like the mini shuck shock beams.
new artifacts.
gun namer. makes flak force 5 or whatever it is.into ex.Mystics flak of doom.takes whatever abilitie it was pior to change.<just for fun realy
Mini ultima. artifact leaves a little ultima behind you .200 adren per ultima <a ultimini lmao. <shrugs.
Mini turret,Allows you to Create 1 mini turrets wherever.per 100 adrenalin
monster artifact<For the monster class> only. allows u to change into a monster untill the end of the wave.or whatever all adrenalin.no pets during.
regen all .<regens everyones hp and adrenalin untill users adren wears off..
lucky artifact. when being used generates super shield and double damage instantly in front of you per 200 adrenalin
feign death artifact. pretends your dead so monsters will go somewhere else..
new pickups.
Charm pick ups. in onslaught i see charms pop out of no where.. would be nice to have that in invasion.
invicibilty,random pickup.,allows u to be invicable for few secs
jump boots, need to see more of these lol theyre funny and sleek.
new vehicles.
just a couple new vehicles ,other people made.. thiers diffrent manipulations of current ones ect. couple nice new ones.too <shrugs
new bot monsters.
diffrent monsters with diffrent attributes .or something like that.zombies with guns .<dunno whats out thier in that category yet..
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/02/2006 17:08:46
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KohanX
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Joined: 03/04/2006 13:40:23
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Huh, you've got a lot of cool stuff there.
Monster Master Xtreme - That sounds awesome. I think I once thought about making a monster UI for player-monsters (if that isn't an oxymoron, I don't know what is).
Bomber - Interesting idea, but I personally find it too specialized. Just my opinion.
Magnetizer - Now *that* sounds cool! Though the Knockback+Null actually makes me think of some sort of zero-point energy thing where there is no friction and no other forces of any sort except the last hit you dealt for a few seconds. Cool beans.
Razor Flak - Never seen or used, but it sounds relatively pointless (except for the whole razor part), and multi-projectile weapons are not good for server performance.
Teleport Pistol - Huh, reminds me of the Warp sleight from Kingdom Hearts: Chain of Memories. Not a bad idea; I can see it working.
Regeneration Gun - Ah, so like, a single-shot thing that causes them to be healed over time? Interesting thought, though certainly not the first of its kind.
Plasma Launcher - I once modded the shock rifle so that the secondary fire created a shock explosion on impact with anything. It was pretty awesome.
Gun of Flight - Um, Boots of Flight are identical?
Randomizer - Interesting idea, though I don't know how useful it would be.
Lightning Grenade Launcher - So you mean like a lightning drone? A similar thing was already created with some other features. Search the Epic games Forums for 'Drones'.
Ion Surge - Hehey, that's not a bad idea. I'm reminded of Force Energize from Jedi Knight: Jedi Academy. We could all use a little more teamwork.
Magna Nuke - Like Metroid Prime 2's Darkburst? And ChaosUT2's Gravity Vortex? Yeah, both of those are pretty dang awesome.
Telenuke - See Teleport Pistol.
Root Gun - Magnetizer + Gravity + Dedicated Effect + Compensation (low ammo) = Cool idea.
Gun Namer - Uhh...? Would be fun though.
Minultima/Ultimini - Use a Redeemer.
Mini Turret - Engineers will have something at least similar.
Monster Artifact - See Monster Master Xtreme.
Regenerate All - Do I smell Area of Effect Medic?
Lucky - Wow, quite powerful. Interesting.
Feign Death - Huh, this one would be cool.
Charms - Exactly what server do you play Onslaught on?
Invincibility - Globe of Invulnerability does that job well.
Jump Boots - Yeah, I think DC used to have those at some point... Along with that 'infinite-jump' thing. That was awesome.
New Vehicles - I'm pretty sure what we have now will suffice. Though some of the XS Vehicles are really cool.
New Monsters - The server is primarily sticking with what the original Unreal had (assumption).
~~~~~~~~~~~~~~~~~~~~
Keep the ideas coming.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/03/2006 17:49:52
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Delta_9
Joined: 11/03/2006 17:30:36
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Location: SL Valley Utah
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i would like to have custom skill menus for the different classes.
it sucks to scroll through all the stuff you cant buy to find what you can
maybe i'm just lazy
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/03/2006 18:06:21
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KohanX
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Joined: 03/04/2006 13:40:23
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No, I suggested that a long while back, you're not the only one. Better yet, it's not hard to do.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/03/2006 19:42:56
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BotFodder
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KohanX wrote:
No, I suggested that a long while back, you're not the only one. Better yet, it's not hard to do.
Actually it requires editing UT2004RPG core code we haven't extended yet. So in a sense, yes, it is quite hard to do.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 16:18:16
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KohanX
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Well, in the sense of actual UnrealScript. You don't have to go deep into the bowels of hell to get it done, just a few defaultproperties.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/07/2006 05:55:46
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BotFodder
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KohanX wrote:
Well, in the sense of actual UnrealScript. You don't have to go deep into the bowels of hell to get it done, just a few defaultproperties.
What I mean is that all the stuff that's presented to you in the purchasing menu is done in the UT2004RPG core code. We have not extended any of the objects there, and mucking with it isn't that appetizing a prospect at this time.
It's not pretty code either. Tons of back and forth replication going on there. Very easy to mess something up and have you purchasing a skill, having your client think you have it but the server not, and end up logging off and loosing the purchase.
There's nothing built into any of those core functions about "Class". What would be easier to do (*if* we ever got around to extending those classes to deal with Classes) is to show you only what you could purchase at that time. Sounds like what you want, right? But no.
What if there's a skill your class has but you just don't have the prerequisites, and haven't gone through the process of researching your class appropriately? You might go through 100 levels before you actually hit the prerequisites and see that it's available to you. Heck, it already happens that folks assume they don't have a skill, simply because when they read the Info they didn't realize it was available to their Class (just ask Vasago about Adrenaline Drip).
Further, the way the code processes "Can I buy something I don't have?" and "Can I buy another level of something I already have?" are identical (both involve the same function returning 0). Very easy to mess this up and having you not see skills you've actually either maxed out already or just can't get the next level of.
So what if we just "fix" that? Well, we'd have to extend a lot of stuff that would require further extending other parts of the UT2004RPG core and also require rewriting a lot of our current extensions (right off the top of my head, every ability would have to change, and we'd even have to extend the abilities that we just currently use wholesale from the core). There's a lot of interrelation between objects/classes (not "Classes") going on there.
Don't get me wrong - there are at least two or three ways to approach the problem, but *all* of them require extending core classes that probably shouldn't be mucked with too much.
Really, there are two definitions of "bowels of hell" at work here, and personally, I think it's a lot more difficult than "just a few default properties".
But if you think it's so easy, I'm sure Dru would accept a patch.
What I think might be easiest on everyone is if someone put the effort forth in looking at the order of the Abilities in the ini (which also is the order in which they are presented in your menu). Put the skills everyone has access to right up at the top (just below the classes), then pick an order: skills two classes have, next; skills for WMs only; skills for AMs only; Medic Skills; Engineer Skills. Indeed, I think I will edit the example INI on CVS as such when I get home, and perhaps Dru will change the one on the server.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/07/2006 09:16:42
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BotFodder
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KohanX wrote:
Feign Death - Huh, this one would be cool.
I've poked the AI code somewhat. Where as this isn't 100% impossible, it would be much the same as if we could fix the invis combo (which is useless for monsters right now). The problem is that so far I see this as devolving into "Dueling Timers" - whatever it is from when a monster is aware (not "sees" as monsters don't really "see") of you to when the "thing" that tells the monster you're not there kicks off. While not so much a "low priority" thing, this is one of those things I'm not so sure I could get to "work right", or even "acceptably."
KohanX wrote:
Jump Boots - Yeah, I think DC used to have those at some point... Along with that 'infinite-jump' thing. That was awesome.
The Jump Boots show up in a couple of maps. However, they are apparently buggy if you have any Jump Boost skill - they'll reset your Jump Boost. It might be possible to extend and replace them, but whereas replication used to be voodoo to me, CheckReplacement appears to be somewhat tricky and unreliable.
KohanX wrote:
New Monsters - The server is primarily sticking with what the original Unreal had (assumption).
Actually Szlat (as Moof says, "He's a machine!") has been toying with them and once we're looking at a more stable version of DruidsRPG, and we've at least diagnosed the issue with disappearing shots/weapons/monsters, we might see some more monsters - and more randomness in the wave configurations!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/07/2006 20:06:16
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KohanX
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BotFodder wrote:
Don't get me wrong - there are at least two or three ways to approach the problem, but *all* of them require extending core classes that probably shouldn't be mucked with too much.
You completely missed my point. Given the ability to modify the 'core' classes directly, it would be very easy.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 04:38:22
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BotFodder
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KohanX wrote:
You completely missed my point. Given the ability to modify the 'core' classes directly, it would be very easy.
You missed my point. We don't want to do that. It could easily be considered outright Theft Of Code by Mysterial (and anyone else with a decent set of Ethics), because to do it right, we'd have to use roughly 80% of the UT2004RPG code, but then call it a completely new mod.
This message was originally quite a bit longer but instead of participating in what is apparently a pointless exercise, I will apologize to Mystic for accidentally hijacking his thread.
Back on topic: Mystic I gotta tell you - every time I read one of your idea messages, it makes my head hurt. All at once for a single idea I consider:
How doable is it and how would it be done?
What would it do to game balance?
Just ... WHY?
Those three things hitting all at once for some of your ideas (which at least on the surface appear pretty far out there) ... ow.
Realize that I never accept "Because it'd be cool" as an answer to the last question. So much that's doable that would also be cool could easily unbalance the game. So, looking over your message, for a few of the ones I haven't yet addressed:
regen all: Healing Sphere.
charms: Doesn't Dru put the gift thing in around Christmas? Stuff shouldn't normally "pop out of nowhere" - it should always be more of a reward.
random pickups: Invincibility in particular we already have as an Artifact. Best I think to keep it this way.
New vehicles: As long as they're balanced, and operate sufficiently differently from existing vehicles, not a bad idea. But realize the "Books" on that one level are just replacements of the Manta, there's no real point in replacing a vehicle in a map (which is what any "new vehicle" mod is probably going to do) if it's not going to actually be a different vehicle.
New monsters: I think they're a bit broke right now, but I know someone's working on it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 05:45:35
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BotFodder
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BotFodder wrote:
What I think might be easiest on everyone is if someone put the effort forth in looking at the order of the Abilities in the ini (which also is the order in which they are presented in your menu). Put the skills everyone has access to right up at the top (just below the classes), then pick an order: skills two classes have, next; skills for WMs only; skills for AMs only; Medic Skills; Engineer Skills. Indeed, I think I will edit the example INI on CVS as such when I get home, and perhaps Dru will change the one on the server.
BTW, I did make a go at this - whether or not I got it right is another issue.
I put classes, then WM skills, AM skills, M/MM, and then I think I started with the skills two classes share, then all of them. I *think* (yesterday was so long ago) I left Engineer only skills at the bottom of the list, since it's not yet active. If I didn't, they're right after the M/MM skills.
I put all classes skills at the bottom because I looked at them, and I realized they're the skills people usually buy *after* buying most of the stuff specific to their class.
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