Opposite of nuke...

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YEAAAHHHHHHHHHH
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Opposite of nuke...

Post by YEAAAHHHHHHHHHH »

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?
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McLovin
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Re: Opposite of nuke...

Post by McLovin »

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?
A link nuke! I like it. That's some real out-of-the-box thinking there YEAH!
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YEAAAHHHHHHHHHH
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Re: Opposite of nuke...

Post by YEAAAHHHHHHHHHH »

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.
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Re: Opposite of nuke...

Post by Anonymous. »

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
Actually that is correct, at least in the case of healing players.
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YEAAAHHHHHHHHHH
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Re: Opposite of nuke...

Post by YEAAAHHHHHHHHHH »

Anonymous. wrote: Wed Jul 07, 2021 11:18 pm
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
Actually that is correct, at least in the case of healing players.
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.
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Re: Opposite of nuke...

Post by Anonymous. »

With negative damage? Possibly, but I can't be bothered to test it.
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pooty
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Re: Opposite of nuke...

Post by pooty »

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?
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captainsnarf
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Re: Opposite of nuke...

Post by captainsnarf »

pooty wrote: Thu Jul 08, 2021 9:55 am However, the harder part would the node starting...assuming the - damage thing works.
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);
        }
    }
}

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pooty
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Re: Opposite of nuke...

Post by pooty »

Very cool!
Wouldn't Node.PowerCoreActive() build it?
See https://wiki.beyondunreal.com/UE2:ONSPowerNode_(UT2004)
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captainsnarf
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Re: Opposite of nuke...

Post by captainsnarf »

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.
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