Onslaught UT, a gametype originally created for Unreal Tournament 2004 had now crossed over to Unreal Tournament! Onslaught UT was done on January 2008 and now because of new discovery of code and combinations will now be finished up with what was left off in October 2008. Awesome Vehicle support, 6 vehicles to ride including halo's banshee and ghost! Goliath from UT2004 has been added. Newer Vehicle views, you can customise your view distance, and lots of more goods!

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Beta for the people is out and you will be impressed.

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Onslaught 1.2 BETA
This is a little taste of what I have done. The zip file contains the most updated version of the the coming Onslaught 1.2.
Installation:Put all the folders in your game folder which is the folder you located your game during its installation.Example: C:\UnrealTournament\
The zip contains the files:OnslaughtUT.u
OnslaughtVehicles.u
Torlan.umx
ONS-TorlanDEMO
Onslaughtpatch.u
Onslaughtclassesformaps.u
Game: The object of game is to link the to power core to destroy it. When building a node another node will be unlocked and you must build the nodes in the patterns they create
in order to link to enemy powercore and destroy it.
Vehicles Available:Paladin
Leviathan
BioScorpion
Hellbender
Manta
Raptor
Bulldog
GoliathVehicles:To enter a vehicle all you have to do is walk into it
To leave the vehicle press enter (in full version enter will be used to enter vehicle as well)Vehicles have Firing mode and a altfiring mode.Jump and duck are also functions that can be used such as scorpion blades.
Mapping:In creating and finishing the map you will need only to open OnslaughtVehicles.u and Onslaughtclassesformaps.
OnslaughtVehicles contains vehiclefactory and in its subclasses are all vehicle factories for every vehicle in the mod.
OnslaughtClasses for maps is the updated powernode and powercode code with addition of weaponlocker, avril, and grenadelauncher.Avril, Grenadelauncher, and weapon locker are all located in tournamentweapon class. Use PowerNode and ONSCore class which are subclasses for Actor in order to create the arena.In Powernode class there are list of properties:LinkedCore
LinkedNodes
bStartingnode
startingTeamIf You are adding the first node which is linked to powercore and is the node that starts of the building process, these properties you must set:StartingTeam=team that can touch the node.
bstartingnode=true which means it is first node
LinkedCore=core is is linked to.
For all powernodes you must state the powernodes they are linked to in the LINKEDNODES list, so that if they are built the nodes in the list will be linked
and affected by this nodes events.

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Killer_man_1996
Killer_man_1996 - - 511 comments

Great update. I'm still waiting a full version

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