UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

Forum Thread
  Posts  
Grenades (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : General : Grenades) Locked
Thread Options
Aug 29 2010 Anchor

A couple of the classes we want to add in have grenades. I haven't been able to play the last couple months' builds to see if we have grenades in game yet. Do we have grenades in-game already or is that something we still need to add?

Geodav
Geodav UT40k Team Leader
Aug 30 2010 Anchor

we don't have grenades in atm but it would be nice to have, it's a question of how we do it, the easy way would be using the altfire of our weapons eg grenadelauncher, the harder way would mean a new weapon with anims which replicate when on line and are called by a new custom animtree not forgeting FirstPersonArms+weapon anims

--

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Aug 31 2010 Anchor

We could do a quick fix. Use the altfire to throw the grenade and give it a "thrown" feeling (in regards to trajectory and velocity). Then do the animations and stuff later.

I just really don't like it in an fps when you have to actually select the grenade as a weapon and then throw it. It should always be 1 button push.

--

User Posted Image

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Sep 1 2010 Anchor

Yes i agree with ministry on both points there. Just setup the trajectory and what not, then once we get a rigger they can do animations.

And yes i think it should not be a selectable weapon either, rather a button like "G" or something.

--

Looking for a mod team? You're in luck. Check out our mod page.

Geodav
Geodav UT40k Team Leader
Sep 1 2010 Anchor

ok for a quick fix i'll see what i can do with the altfire, we can still discuse the other option

--

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Sep 1 2010 Anchor

I think the only weapons that could ever use the altfire would be like the heavy weapons. Missile Launcher (Frag or Crack Missiles), or Sniper Rifles (Fire and Zoom), or maybe Plasma Cannon (smaller rapid fire or larger charged shot). I think disabling grenades when these weapons are equipped is perfectly acceptable.

If we do not want to disable them, there are other options.

-Missile Launchers fire one missile that does heavy damage on impact, and the splash damage is lighter. So in effect the missile penetrates armor like a krak, and explodes like a frag.
-We can have a universal zoom key and disable/enable it based upon class or equipped weapon to solve the sniper rifle.
-Holding down the fire button on the Plasma Cannon charges it up for a larger shot.

--

User Posted Image

Geodav
Geodav UT40k Team Leader
Sep 1 2010 Anchor

ok ftm i'll put them into the bolter,pulse and catapult, what sort of range do you's think we should go for. just frag type grenade to start with

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Sep 2 2010 Anchor

Yeah i rekon frag grenade to start with, nothing too complicated. Also if you didnt want to remove alt fire from right mouse, just put grenade to middle mouse button. I have played several games that use middle mouse button and it is quite effective.

--

Looking for a mod team? You're in luck. Check out our mod page.

Sep 2 2010 Anchor

Putting grenades on alt-fire and then using all manner of workarounds to avoid the need for alt-fire seems like a weird way to design it. I can already see issues with this even in the classes we have already identified. For example, the Pathfinder has a pulse rifle with a markerlight attached, and grenades.

Putting grenades on a separate button avoids that problem entirely. Q makes the most sense to me, since in the typical WASD keyboard & mouse style, WASD, E, and Q are the most convenient buttons.

Geodav
Geodav UT40k Team Leader
Sep 2 2010 Anchor

ok then how do i get that to work, remember i can't code but copy/paste works well

i can add the grenades to all via defaultweapon in the gametype but its getting it to work when you have a weapon already

Edited by: Geodav

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Sep 2 2010 Anchor

If we set it up to use it's own button then that button can be mapped by the player, through the options menu, to match their own preference. Where we put it by default really doesn't matter very much. Pretty much any free key on the left half of the keyboard would be fine.

Grenade range? I think you'll just have to experiment and find something that feels natural. I would give it a relatively shallow trajectory. This demonstrates exactly what I'm talking about. Halo has a lot of room for improvement but I think they have the best fps grenades ever. If our grenades are anywhere close to that then I'll be very happy.

--

User Posted Image

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Sep 3 2010 Anchor

Yes the halo grenades' trajectory is very flat, but they are thrown with force so they bounce around a lot to make up for the lost distance. I say just experiment geo and what ever feels natural should do.

--

Looking for a mod team? You're in luck. Check out our mod page.

Geodav
Geodav UT40k Team Leader
Sep 3 2010 Anchor

you every thrown a grenade, i tell you the first time gives you the shakes, but yeh no rambo stuff i'll see what i can do

--

Ministry_3D
Ministry_3D Modeler, Painter, Mapper
Sep 3 2010 Anchor

I have a court order that bans me from owning any grenades after the incident. My attourney advises me not to talk about it, but let's just say that there was a McDonalds and some clowns involved. Ever since then I'm not allowed to own any explosives, sharp objects, or anything that honks.

As probably the only person on the team that's ever thrown one then you are probly our best chance at getting it right. You did it really well in the '04 version of the mod so I'm sure you'll do fine this time too.

--

User Posted Image

Sep 5 2010 Anchor

Geodav wrote: ok then how do i get that to work, remember i can't code but copy/paste works well


I've written some simple grenade throwing code and put it in my unreal-gold-mine repository on GitHub at:
Github.com
It also requires the PlatformStatics.uc from unreal-utility-lib, available at:
Github.com

Grenades are thrown with the console command "mutate throwGrenade". You can bind that to a key in DefaultInput.ini.

There is a mutator that handles the command. You don't have to add the mutator to the gametype. When a grenade item is created it automatically adds the mutator if it is not already added. When you use the console command, the mutator will search the Pawn's inventory for an InventoryGrenade actor. If one is found, it's throwGrenade() method is called. Currently only one type of grenade at a time is supported.

It doesn't currently limit the rate at which you can throw them; that can be implemented in subclasses of InventoryGrenade.

There is a sample grenade included which should work on UT3. It hurls one of the rocket launcher's "grenades".

Geodav
Geodav UT40k Team Leader
Sep 8 2010 Anchor

as mentioned in the code thread PlatformStatics.uc doesn't compile in UDK so i'll look into other ways

ok it works with our test class, just need to tweak things now
:) :) :)

--

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.