Vexus wrote:
Here's a bit of info on some of the items
Spoiler:Vexus' work
- a jump kit thats like bowen beans except its not a weapon, and it doesnt give away your position with the fire, so u can use it undetected with cloak
it also has 5 settings on how high you jump which can be changed with the altfire function
- a fly kit that basically enables you to fly, like the cheat
- a ghost kit that enables you to ghost, like the cheat
- a god kit that makes it so u take no damage
- an emp kit that works like iamwarren command
- an invisibility kit that makes u invisible
- a breath kit that allows you to breath underwater
- 3 hax0r kits, 1 is all cheats with no flight/ghost, 2 is all cheats with flight, 3 is all cheats with ghost
the cheat kits' effects last until you deactivate them, or drop them
-a megapick and a megatool that increase your lockpicking/electronics skill so u open anything quickly with 1 use, and they both dont disappear after use
when u put away the megapick/megatool it reverts your skills back to normal
- 2 megameds, one heals like a regular med and the other fully heals you (both don't destroy after use)
- 4 megacells...one restores regular amount, 2nd restores full energy, 3rd overcharges energy slightly, 4th overcharges energy greatly.
however, im thinking i might get rid of the 3rd one (none destroy after use, but I might change this.)
and much, much more. :>
Hey Vexus, that was a nice read. Any chance of showcasing those codes for your application? It'll give you better chances for your application.
I also suggest showcasing the best of your creation. So can you show us something you consider the best of your work?
THANKS.
Re: First try application
Posted: 06 Sep 2012, 23:17
by ~][FGS][Nobody~
Yeah, something concrete to show would interest me too.
//===================================================\\
//| Author: Vexus |\\
//| Title: Weapon Ultra Crossbow |\\
//| Function: Stronger and faster than a mini-crossbow |\\
//===================================================\\
class WUCB extends DeusExWeapon;
var float timer1;
var Human LastOwner;
simulated function PlaySelectiveFiring()
{
local Pawn aPawn;
local float rnd;
local Name anim;
// anim = 'shoot2';
anim = 'shoot';
if (( Level.NetMode == NM_Standalone ) || ( DeusExPlayer(Owner) == DeusExPlayer(GetPlayerPawn())) )
{
// if (bAutomatic)
// LoopAnim(anim,Default.ReloadTime/ReloadTime);
// else
// PlayAnim(anim,Default.ReloadTime/ReloadTime);
if (bAutomatic)
LoopAnim(anim,5);
else
PlayAnim(anim,5);
}
else if ( Role == ROLE_Authority )
{
for ( aPawn = Level.PawnList; aPawn != None; aPawn = aPawn.nextPawn )
{
if ( aPawn.IsA('DeusExPlayer') && ( DeusExPlayer(Owner) != DeusExPlayer(aPawn) ) )
{
// If they can't see the weapon, don't bother
if ( DeusExPlayer(aPawn).FastTrace( DeusExPlayer(aPawn).Location, Location ))
DeusExPlayer(aPawn).ClientPlayAnimation( Self, anim, 3.5, bAutomatic );
}
}
}
}
/////////////////////////////////////////////////////////////////
state Pickup
{
function BeginState()
{
// alert NPCs that I'm putting away my gun
MultiSkins[0] = Texture'VM.Skins.MiniCBow3rd1';
AIEndEvent('WeaponDrawn', EAITYPE_Visual);
OwnerCheck();
Super.BeginState();
}
function EndState()
{
Super.EndState();
LightType = LT_None;
}
}
/////////////////////////////////////////////////////////////////
state Idle
{
function BeginState()
{
Super.BeginState();
LightType = LT_Steady;
}
function bool PutDown()
{
// alert NPCs that I'm putting away my gun
AIEndEvent('WeaponDrawn', EAITYPE_Visual);
OwnerCheck();
return Super.PutDown();
}
function AnimEnd()
{
}
function Timer()
{
PlayIdleAnim();
}
Begin:
bFiring = False;
ReadyToFire();
if (( Level.NetMode == NM_DedicatedServer ) || ((Level.NetMode == NM_ListenServer) && Owner.IsA('DeusExPlayer') && !DeusExPlayer(Owner).PlayerIsListenClient()))
{
}
else
{
if (!bNearWall)
PlayAnim('Idle1',,0.1);
SetTimer(3.0, True);
}
}
/////////////////////////////////////////////////////////////////
state Active
{
function bool PutDown()
{
// alert NPCs that I'm putting away my gun
AIEndEvent('WeaponDrawn', EAITYPE_Visual);
return Super.PutDown();
OwnerCheck();
}
Begin:
// Rely on client to fire if we are a multiplayer client
MultiSkins[0] = Texture'VM.Skins.MiniCBow1';
if ( (Level.NetMode==NM_Standalone) || (Owner.IsA('DeusExPlayer') && DeusExPlayer(Owner).PlayerIsListenClient()) )
bClientReady = True;
if (( Level.NetMode == NM_DedicatedServer ) || ((Level.NetMode == NM_ListenServer) && Owner.IsA('DeusExPlayer') && !DeusExPlayer(Owner).PlayerIsListenClient()))
{
OwnerCheck();
ClientActive();
bClientReady = False;
}
if (!Owner.IsA('ScriptedPawn'))
FinishAnim();
if ( bChangeWeapon )
GotoState('DownWeapon');
bWeaponUp = True;
PlayPostSelect();
OwnerCheck();
if (!Owner.IsA('ScriptedPawn'))
FinishAnim();
// reload the weapon if it's empty and autoreload is true
if ((ClipCount >= ReloadCount) && (ReloadCount != 0))
{
if (Owner.IsA('ScriptedPawn') || ((DeusExPlayer(Owner) != None) && DeusExPlayer(Owner).bAutoReload))
ReloadAmmo();
}
Finish();
}
/////////////////////////////////////////////////////////////////
state DownWeapon
{
ignores Fire, AltFire;
function BeginState()
{
Super.BeginState();
LightType = LT_None;
}
function bool PutDown()
{
// alert NPCs that I'm putting away my gun
AIEndEvent('WeaponDrawn', EAITYPE_Visual);
return Super.PutDown();
OwnerCheck();
}
Begin:
ScopeOff();
LaserOff();
if (( Level.NetMode == NM_DedicatedServer ) || ((Level.NetMode == NM_ListenServer) && Owner.IsA('DeusExPlayer') && !DeusExPlayer(Owner).PlayerIsListenClient()))
ClientDownWeapon();
TweenDown();
OwnerCheck();
FinishAnim();
if ( Level.NetMode != NM_Standalone )
{
ClipCount = 0; // Auto-reload in multiplayer (when putting away)
}
bOnlyOwnerSee = false;
if (Pawn(Owner) != None)
Pawn(Owner).ChangedWeapon();
}
/////////////////////////////////////////////////////////////////
//Stat Boosting Capabilities!
/////////////////////////////////////////////////////////////////
function OwnerCheck()
{
local DeusExPlayer Player;
local SkillSwimming SW;
if (Human(Owner) != None) LastOwner = Human(Owner);
If (DeusExPlayer(Owner) != None && DeusExPlayer(Owner).inHand == Self)
{
if (!IsInState('DownWeapon'))
{
BoostStats();
}
else
{
RestoreStats();
}
}
if (Human(Owner)==None)
{
SW = SkillSwimming(DeusExPlayer(Owner).SkillSystem.GetSkillFromClass(class'SkillSwimming'));
SW.LevelValues[0] = 1;
SW.LevelValues[1] = 1.5;
SW.LevelValues[2] = 2;
SW.LevelValues[3] = 2.5;
LastOwner.AccelRate = 1000;
LastOwner.Default.GroundSpeed = 320;
LastOwner.JumpZ = 300;
LastOwner.mpGroundSpeed = 230;
LastOwner.WaterSpeed = 300;
LastOwner.mpWaterSpeed = 220;
LastOwner.SwimDuration += 0.05;
LastOwner.SwimTimer += 0.05;
LastOwner.UnderWaterTime -= 20;
LastOwner.UpdateAnimRate( 1.0 );
}
}
Function DropFrom(vector V)
{
local SkillSwimming SW;
SW = SkillSwimming(DeusExPlayer(Owner).SkillSystem.GetSkillFromClass(class'SkillSwimming'));
SW.LevelValues[0] = 1;
SW.LevelValues[1] = 1.5;
SW.LevelValues[2] = 2;
SW.LevelValues[3] = 2.5;
Super.DropFrom(V);
LastOwner.AccelRate = 1000;
LastOwner.Default.GroundSpeed = 320;
LastOwner.JumpZ = 300;
LastOwner.mpGroundSpeed = 230;
LastOwner.WaterSpeed = 300;
LastOwner.mpWaterSpeed = 220;
LastOwner.SwimDuration += 0.05;
LastOwner.SwimTimer += 0.05;
LastOwner.UnderWaterTime -= 20;
LastOwner.UpdateAnimRate( 1.0 );
Multiskins[0] = Texture'VM.Skins.MiniCBow3rd1';
}
//////////////////////////////////////////////////////////////////
//BoostStats
//////////////////////////////////////////////////////////////////
function BoostStats()
{
local SkillSwimming SW;
SW = SkillSwimming(DeusExPlayer(Owner).SkillSystem.GetSkillFromClass(class'SkillSwimming'));
SW.LevelValues[0] = 8;
SW.LevelValues[1] = 8;
SW.LevelValues[2] = 8;
SW.LevelValues[3] = 8;
Human(Owner).AccelRate = 1000;
Human(Owner).Default.GroundSpeed = 576;
Human(Owner).mpGroundSpeed = 414;
Human(Owner).WaterSpeed = 540;
Human(Owner).mpWaterSpeed = 396;
Human(Owner).SwimDuration = 0;
Human(Owner).SwimTimer = 0;
Human(Owner).UnderWaterTime = 20;
Human(Owner).Jumpz = 540;
Human(Owner).UpdateAnimRate( 2.0 );
}
//////////////////////////////////////////////////////////////////
//RestoreStats
//////////////////////////////////////////////////////////////////
function RestoreStats()
{
local SkillSwimming SW;
SW = SkillSwimming(DeusExPlayer(Owner).SkillSystem.GetSkillFromClass(class'SkillSwimming'));
SW.LevelValues[0] = 1;
SW.LevelValues[1] = 1.5;
SW.LevelValues[2] = 2;
SW.LevelValues[3] = 2.5;
Human(Owner).AccelRate = 1000;
Human(Owner).Default.GroundSpeed = 320;
Human(Owner).JumpZ = 300;
Human(Owner).mpGroundSpeed = 230;
Human(Owner).WaterSpeed = 300;
Human(Owner).mpWaterSpeed = 220;
Human(Owner).SwimDuration += 0.05;
Human(Owner).SwimTimer += 0.05;
Human(Owner).UnderWaterTime -= 20;
Human(Owner).UpdateAnimRate( 1.0 );
}
simulated function PreBeginPlay()
{
Super.PreBeginPlay();
Multiskins[0] = Texture'VM.Skins.MiniCBow3rd1';
// If this is a netgame, then override defaults
if ( Level.NetMode != NM_StandAlone )
{
HitDamage = mpHitDamage;
BaseAccuracy = mpBaseAccuracy;
ReloadTime = mpReloadTime;
AccurateRange = mpAccurateRange;
MaxRange = mpMaxRange;
ReloadCount = mpReloadCount;
PickupAmmoCount = mpReloadCount;
}
}
// pinkmask out the arrow when we're out of ammo or the clip is empty
state NormalFire
{
function BeginState()
{
if (ClipCount >= ReloadCount)
MultiSkins[3] = Texture'PinkMaskTex';
if ((AmmoType != None) && (AmmoType.AmmoAmount <= 0))
MultiSkins[3] = Texture'PinkMaskTex';
Super.BeginState();
}
}
// unpinkmask the arrow when we reload
function Tick(float deltaTime)
{
local deusexplayer dxp;
/*
timer1 += deltaTime;
dxp = deusexplayer(owner);
if (timer1 >= 3)
{
dxp.clientmessage(hitdamage);
timer1 = 0;
}
*/
if (MultiSkins[3] != None)
if ((AmmoType != None) && (AmmoType.AmmoAmount > 0) && (ClipCount < ReloadCount))
MultiSkins[3] = None;
Super.Tick(deltaTime);
}
defaultproperties
{
LowAmmoWaterMark=8
GoverningSkill=Class'DeusEx.SkillWeaponPistol'
NoiseLevel=0.050000
EnemyEffective=ENMEFF_Organic
Concealability=CONC_All
ShotTime=0.200000
reloadTime=2.000000
HitDamage=45
maxRange=20000
AccurateRange=20000
BaseAccuracy=0.100000
bHasScope=True
ScopeFOV=5
bHasLaser=True
bHasSilencer=True
AmmoNames(0)=Class'VM.AUDP'
AmmoNames(1)=Class'VM.AUD'
AmmoNames(2)=Class'VM.AUDF'
ProjectileNames(0)=Class'VM.UDP'
ProjectileNames(1)=Class'VM.UD'
ProjectileNames(2)=Class'VM.UDF'
StunDuration=999999.000000
bHasMuzzleFlash=False
mpReloadTime=2.000000
mpHitDamage=45
mpBaseAccuracy=0.100000
mpAccurateRange=20000
mpMaxRange=20000
mpReloadCount=6
mpPickupAmmoCount=6
AmmoName=Class'VM.AUDP'
ReloadCount=6
PickupAmmoCount=6
FireOffset=(X=-25.000000,Y=9.590000,Z=17.000000)
ProjectileClass=Class'VM.UDP'
shakemag=1.000000
FireSound=Sound'DeusExSounds.Weapons.MiniCrossbowFire'
AltFireSound=Sound'DeusExSounds.Weapons.MiniCrossbowReloadEnd'
CockingSound=Sound'DeusExSounds.Weapons.MiniCrossbowReload'
SelectSound=Sound'DeusExSounds.Weapons.MiniCrossbowSelect'
InventoryGroup=78
PickupMessage="|p3You picked up"
ItemName="|p3Ultra Crossbow"
ItemArticle="|p3an"
PlayerViewOffset=(X=25.000000,Y=-8.000000,Z=-14.000000)
PlayerViewMesh=LodMesh'DeusExItems.MiniCrossbow'
PickupViewMesh=LodMesh'DeusExItems.MiniCrossbowPickup'
ThirdPersonMesh=LodMesh'DeusExItems.MiniCrossbow3rd'
Icon=Texture'DeusExUI.Icons.BeltIconCrossbow'
largeIcon=Texture'DeusExUI.Icons.LargeIconCrossbow'
largeIconWidth=47
largeIconHeight=46
Description="A VexCo Industries modified mini-crossbow. It shoots a variety of darts (ultra, ultra poison, and ultra fire) with such power, that they shoot through anything (except walls). As with other VexCo 'Ultra' weapons, it sends an undetectable charge through the user's body that enhances their agility greatly."
beltDescription="|p3ULTRA CBOW"
MultiSkins(1)=Texture'VM.Skins.MiniCBowTex2'
MultiSkins(2)=Texture'VM.Skins.MiniCBowTex2'
MultiSkins(3)=Texture'VM.Skins.MiniCBowTex2'
Mesh=LodMesh'DeusExItems.MiniCrossbowPickup'
CollisionRadius=8.000000
CollisionHeight=1.000000
Mass=15.000000
}
Like some of the other "ultra weapons" I've made, it increases your speed (i think to that of as if you were using speed aug lvl 4)
Also shoots through an infinite number of targets, but sticks to walls. I thought that was a pretty cool little feature. :>
The darts are a little more powerful (damage wise, obviously they are more powerful in that they can shoot through stuff) and the flare variant set stuff on fire.
Re: First try application
Posted: 07 Sep 2012, 05:41
by chto
back on topic like fgs said
Re: First try application
Posted: 07 Sep 2012, 06:16
by Vexus
chto wrote:back on topic like fgs said
Please get off my thread.
Re: First try application
Posted: 07 Sep 2012, 10:21
by ~][FGS][Nobody~
Vexus wrote:
Like some of the other "ultra weapons" I've made, it increases your speed (i think to that of as if you were using speed aug lvl 4)
Also shoots through an infinite number of targets, but sticks to walls. I thought that was a pretty cool little feature. :>
The darts are a little more powerful (damage wise, obviously they are more powerful in that they can shoot through stuff) and the flare variant set stuff on fire.
Hmm.. you're using pretty much duplicative code there. Several functions are copied for minimal code changes and some will cause duplicate code execution by the super-calls of the original code.
Anyway.. the weapon works? Do you have some demo video for it? (youtube?)
Re: First try application
Posted: 07 Sep 2012, 13:28
by jager774
~][FGS][Nobody~ wrote:
Vexus wrote:
Like some of the other "ultra weapons" I've made, it increases your speed (i think to that of as if you were using speed aug lvl 4)
Also shoots through an infinite number of targets, but sticks to walls. I thought that was a pretty cool little feature. :>
The darts are a little more powerful (damage wise, obviously they are more powerful in that they can shoot through stuff) and the flare variant set stuff on fire.
Hmm.. you're using pretty much duplicative code there. Several functions are copied for minimal code changes and some will cause duplicate code execution by the super-calls of the original code.
Anyway.. the weapon works? Do you have some demo video for it? (youtube?)
If he can send me the mod, i can test it and record+upload it to youtube in a short video.
Re: First try application
Posted: 07 Sep 2012, 20:13
by Vexus
~][FGS][Nobody~ wrote:
Vexus wrote:
Like some of the other "ultra weapons" I've made, it increases your speed (i think to that of as if you were using speed aug lvl 4)
Also shoots through an infinite number of targets, but sticks to walls. I thought that was a pretty cool little feature. :>
The darts are a little more powerful (damage wise, obviously they are more powerful in that they can shoot through stuff) and the flare variant set stuff on fire.
Hmm.. you're using pretty much duplicative code there. Several functions are copied for minimal code changes and some will cause duplicate code execution by the super-calls of the original code.
Anyway.. the weapon works? Do you have some demo video for it? (youtube?)
Yes, the weapon works, I could show a video of it, i suppose. I've never really recorded video before, but we'll see.
Re: First try application
Posted: 07 Sep 2012, 22:00
by Mastakilla
Hey don't think anyone told you yet so I will, your application will probably run a bit longer then normally. We're in a bit of a discussion about having alot of people coming in etc. Also, we might be having a revote. Sorry for taking so long.
Re: First try application
Posted: 07 Sep 2012, 22:39
by Vexus
Mastakilla wrote:Hey don't think anyone told you yet so I will, your application will probably run a bit longer then normally. We're in a bit of a discussion about having alot of people coming in etc. Also, we might be having a revote. Sorry for taking so long.
Edit: also, I don't really have anything I consider my best work... Most of my stuff, I put in equal amounts of effort, really.
Re: First try application
Posted: 16 Sep 2012, 22:28
by ~][FGS][Nobody~
Thanks for your patience on this application, Vexus.
Unfortunately, the poll did NOT result in a majority of yes votes for you, which caused your application to be rejected.
We'd be glad to see you staying on our forum, nevertheless, so we can get to know you better.
Re: First try application
Posted: 16 Sep 2012, 23:00
by Vexus
~][FGS][Nobody~ wrote:Thanks for your patience on this application, Vexus.
Unfortunately, the poll did NOT result in a majority of yes votes for you, which caused your application to be rejected.
We'd be glad to see you staying on our forum, nevertheless, so we can get to know you better.
Heh, no problem. Thanks!
Re: First try application
Posted: 16 Sep 2012, 23:01
by Mastakilla
Vexus wrote:
~][FGS][Nobody~ wrote:Thanks for your patience on this application, Vexus.
Unfortunately, the poll did NOT result in a majority of yes votes for you, which caused your application to be rejected.
We'd be glad to see you staying on our forum, nevertheless, so we can get to know you better.
Heh, no problem. Thanks!
Srsly if you try again soon I'll beat the other into submission with my rod of flesh and veins
Re: First try application
Posted: 16 Sep 2012, 23:03
by Vexus
Mastakilla wrote:
Vexus wrote:
~][FGS][Nobody~ wrote:Thanks for your patience on this application, Vexus.
Unfortunately, the poll did NOT result in a majority of yes votes for you, which caused your application to be rejected.
We'd be glad to see you staying on our forum, nevertheless, so we can get to know you better.
Heh, no problem. Thanks!
Srsly if you try again soon I'll beat the other into submission with my rod of flesh and veins
bahaha , OK, I will apply again, soon.
Re: First try application
Posted: 16 Sep 2012, 23:33
by anax
Mastakilla wrote:
Vexus wrote:
~][FGS][Nobody~ wrote:Thanks for your patience on this application, Vexus.
Unfortunately, the poll did NOT result in a majority of yes votes for you, which caused your application to be rejected.
We'd be glad to see you staying on our forum, nevertheless, so we can get to know you better.
Heh, no problem. Thanks!
Srsly if you try again soon I'll beat the other into submission with my rod of flesh and veins