Opposite of nuke...
- YEAAAHHHHHHHHHH
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Opposite of nuke...
Would it be quick work to make some kind of a "Link nuke"... a weapon that instantly charges nodes? Or would that mess up the gameplay?
- McLovin
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Re: Opposite of nuke...
A link nuke! I like it. That's some real out-of-the-box thinking there YEAH!YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 12:06 am Would it be quick work to make some kind of a "Link nuke"... a weapon that instantly charges nodes? Or would that mess up the gameplay?
- YEAAAHHHHHHHHHH
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Re: Opposite of nuke...
Thanks, I don’t know jack about modding. I’m just naively wishful it’d be as easy as adding a “-“ before a damage output number somewhere and changing the name/color of the gun.
- Anonymous.
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Re: Opposite of nuke...
Actually that is correct, at least in the case of healing players.YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 10:19 am Thanks, I don’t know jack about modding. I’m just naively wishful it’d be as easy as adding a “-“ before a damage output number somewhere
- YEAAAHHHHHHHHHH
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Re: Opposite of nuke...
Could a "Link Nuke" charge a node and heal any players/vehicles within its splash damage? They all receive the same treatment once on the receiving end of a link gun anyway.Anonymous. wrote: ↑Wed Jul 07, 2021 11:18 pmActually that is correct, at least in the case of healing players.YEAAAHHHHHHHHHH wrote: ↑Wed Jul 07, 2021 10:19 am Thanks, I don’t know jack about modding. I’m just naively wishful it’d be as easy as adding a “-“ before a damage output number somewhere
- Anonymous.
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Re: Opposite of nuke...
With negative damage? Possibly, but I can't be bothered to test it.
- pooty
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Re: Opposite of nuke...
Interesting I could pull the deemer code and try it.
However, the harder part would the node starting...assuming the - damage thing works.
Wasn't there something like this in UT3 Warfare?
However, the harder part would the node starting...assuming the - damage thing works.
Wasn't there something like this in UT3 Warfare?
- captainsnarf
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Re: Opposite of nuke...
I was playing around a little and got this working. Any nodes within blast radius are started.
Code: Select all
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victim;
local ONSPowerNode Node;
Super.HurtRadius(DamageAmount, DamageRadius, DamageType, Momentum, HitLocation);
foreach VisibleCollidingActors( class 'Actor', Victim, DamageRadius, HitLocation )
{
if( (Victim != self) && (Victim.Role == ROLE_Authority) && (Victim.IsA('ONSPowerNode')))
{
Node = ONSPowerNode(Victim);
Node.Bump(Instigator);
}
}
}
- pooty
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Re: Opposite of nuke...
Very cool!
Wouldn't Node.PowerCoreActive() build it?
See https://wiki.beyondunreal.com/UE2:ONSPowerNode_(UT2004)
Wouldn't Node.PowerCoreActive() build it?
See https://wiki.beyondunreal.com/UE2:ONSPowerNode_(UT2004)
- captainsnarf
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Re: Opposite of nuke...
Oh hey, documentation! That's probably better than Bump().
I was looking through the source code only lol. I saw that Bump() caused the node to go into constructing state. Basically it simulates the player that shot the link nuke touched the node.
I was looking through the source code only lol. I saw that Bump() caused the node to go into constructing state. Basically it simulates the player that shot the link nuke touched the node.