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Changing projectile properties for sentinels  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods
Author Message
Tawn



Joined: 12/06/2007 19:27:18
Messages: 14
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Hey all, I've been experimenting with the sentinel and wanting it to fire a different projectile, for example, a rocket or link projectile rather than the standard sentinel lasers. This is mainly due to the fact that I am using a version of DruidsRPG with the engineer class and wanting to have different sentinels, and I apologize if there may be some inconveniences with it. But I am 99% sure this is a sentinel issue instead of an RPG issue.

Just like DruidSentinel, I extended my own sentinel off of ASVehicle_Sentinel_Floor, which uses my 'WeaponSentinel', which uses my 'FM_Fire', then finally using my 'SentinelProjectile'.

The only thing that I have changed about the sentinel was the projectile it fires. I wanted it to fire a link, so in 'SentinelProjectile', I extended off of 'LinkProjectile' from XWeapons.

Everything compiled fine, so I fired UT up and tested it. Here were my results:





You can click on the picture to see a larger, clearer image. But if you can tell- the sentinel is firing, but no link is coming out. Instead, the link hit emitter shows up whenever the sentinel fires. I also tested this with the rocket launcher and the explosion emitter takes place, as if the link or rocket are hitting the sentinel.

Sometimes however, when the sentinel is following an enemy around, such as a krall or manta, some of the link and rocket projectiles came out and did what it was supposed to do- fire at the enemy, like a regular sentinel.

My assumption of this phenomena is because of the location the projectile is spawned at, and it collides with the sentinel. There is a default property in ASVehicle_Sentinel_Floor that lets you set where the projectile will spawn in relation to the sentinel, but this causes errors because then it is inaccurate at targeting monsters, and the weird part is that it still sometimes acts as if it is colliding with the sentinel.

If anyone could help me out with this, I greatly appreciate it. Again I apologize for using an unreleased version of Druids, although I am certain this issue has nothing to do with it.

Cheers, Tawn/Hollon
Tawn



Joined: 12/06/2007 19:27:18
Messages: 14
Offline

Disregard this entire thread- I just figured out how to get it working lol. In case anyone is curious, I changed only one value of the projectile offset in the sentinel itself. It is a little inaccurate at aiming, but if monsters are constantly moving, it shouldn't be a problem at all.
 
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