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Even with the few people that have posted their skins on the forums they take up almost 100 mb i(after being zipped)
I cant imagine why someone wouldnt want UT to take up 11 GB of HD
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Nali are just as scary
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The first one has team skins but I will probably be using the 2nd one online.

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I made a couple skins that I'll be using. You will need the magdalena model for them to work but the link has another link that gets you the stuff and....
later.
http://www.geocities.com/benjamintilford/Unreal2004/Unreal2004.html
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There should be something that people can vote against changing map and have that vote count for 2 votes or something (make it the default selection so when map vote comes up you can just click and get right back to the game)
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Not many people can tell how much health a monster has left.
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yeah I'm kinda new at modding and havent got a server to mess with but what you guys are saying about the serverpackage makes sense to me.
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Add
EditPackages=Nali
To UT2004.ini
I guess I could add those weapons but there are enough variations that you could just use one of them and change the weapon it gets for any of them in the satorMonsterPackv120.ini
i.e.
[Nali.AssaultNali]
bNoThrowWeapon=True
WeaponClassName=xWeapons.AssaultRifle
change to
[Nali.AssaultNali]
bNoThrowWeapon=True
WeaponClassName=Ripper.Ripper
and it will give you the ripper if you have it installed.
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oops, had a typo on the zip thnxs
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Version 2 with fixed sniper and more options for nali.
If I were to give them magicweapons would I have to make a new magic property generator or would the RPGWeapons.uc be able to handle that if I used an extension that refereced it for each weapon?
http://www.geocities.com/benjamintilford/Unreal2004/Unreal2004.html
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What about if you bind a button that fires a deemer then teleports you to your beacon.??
Could you even find the button on the keyboard in the middle of a game?
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Oh cool guess I did'nt look in the UTclassic. I'll add the minigun and supershock plus I think that the random weapon actually works now so I'll probably have a couple so you can have a few versions of a random one (heavy assault, light assault. med... ect. ect.)
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There should be a file attatched that allows you to pick the weapon that you want it to have. (each weapon has it's own nali class for it) so you can control the waves some.
The only weapons I could not get to work were the sniper rifle (I just could not find where it was anywhere) and the Target Painter from onslaught (the nali would get it but could not get it to fire)
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Ive been trying to create a new nali (one fore each weapon type). But I cant seem to find where the sounds, skins, and animations for the nali are. Its not part of skaarj pack, not part of sators pack (that Ive been able to find) and not part of the origional game. Ive been able to change the weapons on the nalifighter to give whatever weapon I wanted but have no way of actually addind new object without sounds animations ect... Does anyone know where these are kept?
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Heres the thread off of mysterials forum
v0rTeX
Member
Joined: 28 Jul 1998
Posts: 249
Posted: Sat Mar 12, 2005 10:51 pm Post subject: Problem with RPG and this keybind....
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Ok one of my loyal minions submitted this rather odd discovery.
He uses a keybind as such
key=switchweapon 1 | altfire | onrelease switchtolastweapon
So from what I hear, this should (on press of key) pull out shield gun and activate secondary to bring up the shield, then (on release) whip out the last weapon he was using before pushing the key. (My guess is sort of like the 'block' button in most fighting games for quick defense of single shots or something.)
Anyway, when using RPG with Magic Weapons disabled, the keybind functions as it would in any gametype with no mutators.
When using RPG with Magic Weapons turned on, the press pulls out the shield and activates, but the release doesnt pull out the last used weapon. He is just left standing there holding the shield gun.
Thought I would report this to see if it was an intentional thing or a bizarre side effect.
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Continuum
Guest
Posted: Thu Mar 24, 2005 10:26 pm Post subject:
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I have a similar problem, swap fire and scripts in the user.ini dont work at all when playing rpg mode.
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Mysterial
Site Admin
Joined: 25 Apr 2003
Posts: 507
Posted: Tue Mar 29, 2005 12:57 am Post subject:
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It's not intentional, but it's a really low priority fix since I consider binds of that type to be cheating.
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v0rTeX
Member
Joined: 28 Jul 1998
Posts: 249
Posted: Tue Mar 29, 2005 6:59 pm Post subject:
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eh no sweat, I would call it turtling at the least if not cheating..
I just told them I would ask if it was something done intentional or just coincidence.
Mysterials rpg page
http://mysterial.linuxgangster.org/UTRPG/
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