Hi there
am back to AS after a (very long) while well I had started a few projects in the past, frozen for ages^^
I have worked alot on usript coding this year and as I still love ASw I think it could be a great idea to bring some new coding things (and maybe a map later...).
I get a little bored to play ASw with humans againts aliens so I am currently working on a new marine profile : the auxiliary drone. I might start to work later on a new monster with a kind of psionic lightning power (like in HL) and the aiblity of summoning parasites (yummy)
Well concerning the marine profile : in fact there are two new profiles, the drone itself which is an authentic robot, and a bionical enhanced dolphin (based on the Neofin model).
Both are used for maintenance, earthworks, mining, mechanical assistance etc and can be only equiped with melee weapons (ie the chainsaw and a new melee weapon I had started to developp : the pneumatic drill).
New features :
SoldierProfileFlipper.uc
BackGround(0) is the default model description made by its author (dont have the right inspiration for it now)
AoVoiceFlipper.uc
AoDroneVoicePacks
This does the same thing as AoMArineVoicePacks but it extends RobotVoice and not MaleMercVoice (remember the dolphin is using a bionical microphone that sounds like a robot voice)
Ok what do you think of all these ideas ?
ps I need to translate french => english (my english isnt perfect is it)
edit : compilation problums solved : i got 2 alienswarms.ini files with different editpackages cmd lines^^ see how stupid i can be...
am back to AS after a (very long) while well I had started a few projects in the past, frozen for ages^^
I have worked alot on usript coding this year and as I still love ASw I think it could be a great idea to bring some new coding things (and maybe a map later...).
I get a little bored to play ASw with humans againts aliens so I am currently working on a new marine profile : the auxiliary drone. I might start to work later on a new monster with a kind of psionic lightning power (like in HL) and the aiblity of summoning parasites (yummy)
Well concerning the marine profile : in fact there are two new profiles, the drone itself which is an authentic robot, and a bionical enhanced dolphin (based on the Neofin model).
Both are used for maintenance, earthworks, mining, mechanical assistance etc and can be only equiped with melee weapons (ie the chainsaw and a new melee weapon I had started to developp : the pneumatic drill).
New features :
- 1° bionical enhanced dolphin (aka Flipper)
bWorker //disallow non melee weapon
bDolphin // echolocalisation : works as the radar map but applied directly in the map for the dolphin only. That means you can spot any monster around you in your default view radius, even if moving in the dark. At level 5 xp, gains an autoaim ability (yes, for melee weapons)
Btw melee weapons counts as extra items (with no ammo needed), also the dolphin may carry 2 sentrykit, 2 ammobags or whatever in two exemplary
- 2° assist drone :
bWorker
bRobot // parasites never effect the robot, hostile environnement (no oxygen, toxic atmoshpere...) doesn't affect him
No special ability for the moment, but I may not continue to work on that profile.
- bRobot means immune to parasites and no need to use oxygen masks. this coding part is horrible to do.
- bWorker : I dont know at the moment how to prevent players to choose non melee weapons but it doesnt look too hard
- I tried to compile it in the default AOSoldierProfiles.u file, but even if the compilation (with WotGreal) works and says it is released without any errors, it is not released. Maybe the file is protected ? The best solution could be to add the new profile with a mutator loaded before the game, but I had lots of difficulties with it (i mean with the mutator system)
SoldierProfileFlipper.uc
Code:
//----------------------------------------------------------- // //----------------------------------------------------------- #exec OBJ LOAD FILE=AoPrototype.u class SoldierProfileFlipper extends AoMarineProfile; defaultproperties { Rank="Worker cyborg" MarineName=none ShortName="Flipper" NickName="Flipper" FirstName=none Background(0)="A sort of dolphin mated to a hydraulic industrial style robotic arms and legs with jets and and air scoop like a harrier jump jet. Neo is geneticly enginnered to allow him to spend extended amounts of time outside water and he has a neural interface to allow him to control his robotic limbs directly." Background(1)="Flipper was an experimental subject for geneboosted life forms associated with bionical systems. These hybrid troops are employed as auxiliary workers and are specifically trained to assist soldiers in the battle. Due to their great armor supplied strenght, they are often equiped with pneumatic machines specifically employed for earthworks, mining and any heavy mechanical assistance a human engineer could'nt afford." Portrait=Texture'neofinTex.Portrait' BigPortrait=Texture'neofinTex.Portrait' Age=0.5 HealthMax=150 GroundSpeed=250.000000 WeaponAccuracy=1 // bTracker=True // bWorker=True // allow only robot tools as weapon (chainsaw, impact hammer) // bDolphin=True // Echolocalisation allowing a radarmap-like thing directly implemented in the map ! MarineIndex=8 ChatterSelection(0)=Sound'TauntPack.r_got_it' ChatterSelection(1)=Sound'TauntPack.r_affirmative' ChatterSelection(2)=Sound'TauntPack.r_roger' ChatterSelection(4)=Sound'TauntPack.r_I_come_in_peace' ChatterSelectionNum=4 ChatterSelectionWounded(0)=Sound'TauntPack.r_im_hit' ChatterSelectionWoundedNum=1 ChatterUse(0)=Sound'TauntPack.r_im_on_it' ChatterUse(1)=Sound'TauntPack.r_in_position' ChatterUseNum=2 ChatterLead(0)=Sound'TauntPack.r_cover_me' ChatterLead(1)=Sound'TauntPack.r_i_need_backup' ChatterLeadNum=2 ChatterHold(0)=Sound'TauntPack.r_holdthisposition' ChatterHold(0)=Sound'TauntPack.r_in_position' ChatterHoldNum=2 ChatterCompliment(0)=Sound'TauntPack.R_nice' ChatterCompliment(1)=Sound'TauntPack.r_ownage' ChatterCompliment(2)=Sound'TauntPack.r_ohyeah' ChatterCompliment(3)=Sound'TauntPack.r_isthatyourbest' ChatterComplimentNum=3 ChatterFF(0)=Sound'TauntPack.R_youshotmyass' ChatterFFNum=1 ChatterMedic(0)=Sound'TauntPack.r_medic' ChatterMedicNum=1 /* ChatterNeedAmmo(0)=Sound'TauntPack.r_i_need_backup' ChatterNeedAmmoNum=1 */ ChatterIncoming(0)=Sound'TauntPack.r_incoming' ChatterIncoming(1)=Sound'TauntPack.r_were_being_overrun' ChatterIncoming(2)=Sound'TauntPack.r_searchanddestroy' ChatterIncoming(3)=Sound'TauntPack.r_under_heavy_attack' ChatterIncomingNum=4 ChatterIdle(0)=Sound'TauntPack.r_rerouting_critical_systems' ChatterIdle(1)=Sound'TauntPack.r_rogue_process_terminated' ChatterIdle(2)=Sound'TauntPack.r_area_secure' ChatterIdleNum=3 /* ChatterReload(0)=Sound'TauntPack.Conrad.Conrad_rld_1' ChatterReload(1)=Sound'TauntPack.Conrad.Conrad_rld_2' ChatterReload(2)=Sound'TauntPack.Conrad.Conrad_rld_4' ChatterReloadNum=3 ChatterNoAmmo(0)=Sound'TauntPack.Conrad.Conrad_nam_1' ChatterNoAmmo(1)=Sound'TauntPack.Conrad.Conrad_nam_2' ChatterNoAmmo(2)=Sound'TauntPack.Conrad.Conrad_nam_4' ChatterNoAmmoNum=3 */ DefaultPrimary="AoPrototype.AoAmmoBag" // ammo bag, sentry kit, medikit... DefaultSecondary="AoPrototype.AoSentryGunCase" // ammo bag, sentry kit, medikit... DefaultExtra="AoChainSaw.AoChainSaw" // marteau pneumatique ou tronçonneuse VoicePackString="AoSoldierProfiles.AoVoiceFlipper" // PawnClass=Class'AoPrototype.AoRobot' MarineMesh=SkeletalMesh'Bot.BotB' MarineBodyTexture=Texture'PlayerSkins.BotBBodyA' MarineHeadTexture=Texture'PlayerSkins.BotBBodyB' SpeechVolumeBoost=0.500000 }
AoVoiceFlipper.uc
Code:
//----------------------------------------------------------- // //----------------------------------------------------------- class AoVoiceFlipper extends AoDroneVoicePacks; defaultproperties { TauntSound(0)=Sound'TauntPack.r_area_secure' TauntSound(1)=Sound'TauntPack.r_incoming' TauntSound(2)=Sound'TauntPack.r_get_open' TauntSound(3)=Sound'TauntPack.r_holdthisposition' TauntSound(4)=Sound'TauntPack.r_witness_my_perfection' TauntSound(5)=Sound'TauntPack.r_in_position' TauntSound(6)=Sound'TauntPack.r_searchanddestroy' TauntSound(7)=Sound'TauntPack.r_ive_got_your_back' TauntSound(8)=Sound'TauntPack.r_rerouting_critical_systems' TauntSound(9)=Sound'TauntPack.r_rogue_process_terminated' TauntSound(10)=Sound'TauntPack.r_man_down' TauntSound(11)=Sound'TauntPack.r_am_on_it' TauntSound(12)=Sound'TauntPack.r_affirmative' TauntSound(13)=Sound'TauntPack.r_negative' TauntSound(14)=Sound'TauntPack.r_nice' TauntSound(15)=Sound'TauntPack.r_under_heavy_attack' TauntSound(16)=Sound'TauntPack.r_targeteliminated' TauntSound(17)=Sound'TauntPack.r_isthatyourbest' TauntSound(18)=Sound'TauntPack.r_talktothehand' TauntString(0)="Area secure" TauntString(1)="Incoming" TauntString(2)="Get open" TauntString(3)="Hold this position" TauntString(4)="Witness my perfection" TauntString(5)="In position" TauntString(6)="Search and destroy" TauntString(7)="I've got your back" TauntString(8)="Rerouting critical systems" TauntString(9)="Rogue process terminated" TauntString(10)="Man down !" TauntString(11)="I'm on it" TauntString(12)="Affirmative" TauntString(13)="Negative" TauntString(14)="Nice" TauntString(15)="Under heavy attack" TauntString(16)="Target eliminated" TauntString(17)="Is that your best ?" TauntString(18)="Talk to the hand" numTaunts=18 }
Code:
//----------------------------------------------------------- // //----------------------------------------------------------- class AoDroneVoicePacks extends RobotVoice; #exec OBJ LOAD FILE=TauntPack.uax defaultproperties { TauntSound(0)=None TauntSound(1)=None TauntSound(2)=None TauntSound(3)=None TauntSound(4)=None TauntSound(5)=None TauntSound(6)=None TauntSound(7)=None TauntSound(8)=None TauntSound(9)=None TauntSound(10)=None TauntSound(11)=None TauntSound(12)=None TauntSound(13)=None TauntSound(14)=None TauntSound(15)=None TauntSound(16)=None TauntSound(17)=None TauntSound(18)=None TauntSound(19)=None TauntSound(20)=None TauntSound(21)=None TauntSound(22)=None TauntSound(23)=None TauntSound(24)=None TauntSound(25)=None TauntSound(26)=None TauntSound(27)=None TauntSound(28)=None TauntSound(29)=None TauntSound(30)=None TauntSound(31)=None TauntString(0)= TauntString(1)= TauntString(2)= TauntString(3)= TauntString(4)= TauntString(5)= TauntString(6)= TauntString(7)= TauntString(8)= TauntString(9)= TauntString(10)= TauntString(11)= TauntString(12)= TauntString(13)= TauntString(14)= TauntString(15)= TauntString(16)= TauntString(17)= TauntString(18)= TauntString(19)= TauntString(20)= TauntString(21)= TauntString(22)= TauntString(23)= TauntString(24)= TauntString(25)= TauntString(26)= TauntString(27)= TauntString(28)= TauntString(29)= TauntString(30)= TauntString(31)= TauntAbbrev(24)= }
Ok what do you think of all these ideas ?
ps I need to translate french => english (my english isnt perfect is it)
edit : compilation problums solved : i got 2 alienswarms.ini files with different editpackages cmd lines^^ see how stupid i can be...
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