Results 1 to 11 of 11

Thread: Chainsaw melee weapon beta1

  1. #1
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25

    Chainsaw melee weapon beta1

    Quote Originally Posted by NoData View Post
    I pray every morning i wake up before i look at the forum. The only thing i hope to see is a thread called "Chainsaw melee weapon beta1"

    Hehe there it is
    The beta1 is nearly done, I just have a BIG problem : I cant compile the classes. I am using wot greal.

    I have all the ASw and u4e3 classes (my ChainSaw is an adaptation of u4e3 HellSaw), but when compiling, I got an error message saying something like wot greal cannot find some ASw classes I am using. Of course it cant find em, because they are not in my ut2004 directory but in a ut2004\AlienSwarm direc.)

    How can I compile all that stuff ?




    edit : ok that was easy, I had to set up both ASw.ini and ASwUser.ini respectively as ut2004.ini and user.ini
    I still have some scripts error to correct... I'll keep you informed of the release. I will include this new weapon in my campaign, but as I still cant compile the files certainly due to some stupid errors, I cant test it for the moment... When it is ready, I may need some help with beta tests

    => NoData : may your prays become true...




    edit2 : FINALLY COMPILED ! (there was some stupid errors^^) I will test it tomorrow, cause here in france it is 00:15 AM and I am a bit tired... I hope it will work correctly
    Good night
    Last edited by L'architecte; 13th Jun 2007 at 05:18 PM.
    More than ever hour after our work is never over.

  2. #2
    Member Moses2k's Avatar
    Registered
    Oct 2004
    Location
    Was actually here before Fuzz
    Posts
    5,674
    Vroom vroom.

  3. #3
    O-M-G!

    That dude, is just toooo cool What a good melee weapon! Dunno if the item is too big to be set as an extra, but sounds good to me

    The far i go with the u4e is to spawn the chainsaw on my server, but as any other UT weapon you spawn, the marine move realllly slowly. But it work. Another problem is that the chainsaw goes crazy when the blade hit the floor, and it append each time you put the pointer close to your marine. It need to be horizontaly fix (like the flamer) or you need to remove the effect when the blade hit the floor. But for now, if it work as an item in ASw, and it dont slow you down, its a great begin!

    Im off all day long tomorow, so if you want to do a first online test, ill be glad to host it.

    Thanks once again, this is amazing!
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  4. #4
    Member Felix's Avatar
    Registered
    Apr 2006
    Location
    Frankfurt a.M., Germany
    Posts
    986
    Quote Originally Posted by NoData View Post
    the chainsaw goes crazy when the blade hit the floor
    What else would you expect?

  5. #5
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    Hi all
    First test : mmmh not bad at all, really funny

    There are several bugs to correct, here is a list :
    - wrong weapon icon (I have set the replaceme! icon for the moment, but the rifle icon is shown instead of it (I will add a custom one later)
    - the attached emitters dont seem to work, no sparks, no smoke...
    - at the first pick up, the weapon seems not to work, you have to switch with another one and switch it back to be able to make it work.
    - does not appear in the equipment list (this is normal, it was set up this way for the moment, cause I simply dont know how to do it hahaha)

    How to use it ?
    - fire : meat carving :wicked sick:
    -alt fire : no alt fire implemented for the moment, what can you suggest ? I personnaly think that an activable flash light could be interesting (I have removed the hook fire of course)
    -melee damage : maybe a bit to low ?

    What s going on while moving and using this weapon ?
    -nothing , your movement is decreased exactly as if you were using the rifle, also not a lot. Maybe it should be better the movement not to be modified ? It is a melee weapon after all, it shouldnt alter you movement...
    As it is no more a utweapon but an aoweapon, there are no problem with movement and hit effect on the floor

    Oh you were talking about the pickup size, I have set it up to 0.25 and ingame it looks good.

    Just another thing : I am currently asking for permission to u4e team to use this weapon modification in my campaign, for the moment I have a positive reply concerning use of the model, and am still waiting for the reply of their coder.
    More than ever hour after our work is never over.

  6. #6
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    ASw : Just another meat hunt...

    screenshot#1 : chainsaw pickup

    screenshot#2 : using chainsaw against teammates...

    After several other tests, I finally think the pick up is too small. I will set it to 0.3333 instead of 0.25. Should be better...


    edit : tested with bots using that melee weapon : hahaa they can use it, but the firing sound isnt detroyed after killing the bugs, it does no damages as the bot isnt firing anymore but the noise still remains.


    edit2 : seems not to affect decorations (ie alien eggs, steel boxes, barrels etc) as it is a melee attack. I dont know how to modify this


    edit3 : damages wont be modified, even in insane mod you will survive (you are supposed not to be overrun^^), increased the pickup and weapon size to 0.4, am currently working on a custom weapon icon, and I will try to add an activable flash light as alt fire...
    I dont know how to make it available to the weapon list. Can someone explain me ?

    edit4 : movement no longer lowered, custom hud icon texture, preparing a beta test package...
    Last edited by L'architecte; 14th Jun 2007 at 05:41 AM.
    More than ever hour after our work is never over.

  7. #7
    Member Felix's Avatar
    Registered
    Apr 2006
    Location
    Frankfurt a.M., Germany
    Posts
    986
    Quote Originally Posted by L'architecte View Post
    I dont know how to make it available to the weapon list. Can someone explain me ?
    If its realy useable and Donator likes it too you could ask him to include it into the RIFT-code mutator. No?

    Otherwise you would need to include it either in a map or write a mutator.

  8. #8
    For now, the chainsaw can be spawned, you cant select it from the startup menu, but you can place it in a map as a pickup. Theres some sounds problem, and the chaisaw dont work on first pickup. But it work, and its pretty funny! Keep on good work!
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  9. #9
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    Quote Originally Posted by Felix View Post
    If its realy useable and Donator likes it too you could ask him to include it into the RIFT-code mutator. No?

    Otherwise you would need to include it either in a map or write a mutator.

    It finally works, the weapon is available in the weapon list, but at the wrong place, I dont know why for the moment...

    Concerning the sound problems, I am exploring the code to understand why the sound on pick up is too loud...

    For the moment I dont want that weapon to be uploaded to any server, cause I am waiting for the author's permission. He may contact me in a few days.

    I'd like to set up this weapon as an extra item, but it still appears on the primery / secondary item list. I am currently working on this problem.

    I dont think there will be an alt fire for the chain saw.
    More than ever hour after our work is never over.

  10. #10
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    I give up all my current ASw project. Whoever wishes to continue with the chainsaw mutator should mail me for getting the whole code.

    As I got no reply for asking permission to modify the code, I will no longer work on it. Anybody else who doesnt care with author's permission can continue
    More than ever hour after our work is never over.

  11. #11
    New Member L'architecte's Avatar
    Registered
    Jun 2007
    Location
    France, Paris
    Posts
    25
    Hello again
    just a few words to say I am releasing the whole ChainSaw code.

    This weapon is damn so funny, that's why I bakc on it. Maybe some AS dev team vip could ask the author for permission, cause Larch' does not represent anything to him lol (I never got response^^)

    Anyway, here are the points that are beeing modified :
    => 3rd person emitter attachment
    => pickup and select sounds
    => any damageable actor can now be damaged (eggs, barrels, doors etc)
    => general optimization of the code

    I hope there will be a public release one day


    Btw I have started to work on a new melee weapon, I ll soon open a new topic about it...
    And maybe one day I ll create a map too ?
    More than ever hour after our work is never over.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Bar has been raised - chainsaw bayonet plz.
    By smikolai in forum Alien Swarm Discussion
    Replies: 25
    Last Post: 23rd Jan 2007, 08:42 PM
  2. Embed a knife (or other melee method) as a custom weapon
    By lightfoot in forum Alien Swarm 2K4 Mapping
    Replies: 24
    Last Post: 18th Sep 2006, 12:55 PM
  3. Weird glitch with TOB_Payback and a chainsaw
    By Oyaji in forum Community Chat
    Replies: 10
    Last Post: 10th Mar 2005, 10:34 PM
  4. Melee the door!
    By Carth in forum Alien Swarm 2K4 Discussion
    Replies: 31
    Last Post: 15th Jun 2004, 12:34 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •