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#1
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I've mainly worked in the ArmA 2 community for game mode design. In ArmA 2, we have lots of freedom with our code. As some of you might have seen, we've taken the game and made RPG gamemodes and large scale map-wide conflicts to something like the popular "GunGame" mode made popular by the old call of duty games and counter-strike.
How open ended will the coding be for something like gamemode design? Could I make something like GunGame? PS: Sorry if it sounds like I'm a total noob, but I haven't had much exposure to UE3 coding. |
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#2
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You can change anything that's run in UnrealScript but you'll have no access to the native engine code. Generally speaking, you'll be able to do anything you want in a gameplay sense, but there will be some things that you'll be unable to touch. I can't be specific because even I don't know yet, but some game functions will be run as native code for performance reasons (it runs 10 times faster in native C++ than in UScript) and when you come across those, you'll be unable to even see the code, let alone modify it. One example is prone - I know for a fact that it's done natively, so you can't modify its behaviour at all.
I don't think you'll have much difficulty doing the things you want though. |
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#3
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Sounds good, thanks for taking the time to reply.
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#4
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No worries.
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#5
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But we could use C# or some random coding language to create animations and actions in the SDK when it comes with the RO2 disc/download.
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#6
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I'm not entirely sure what you're saying here, but if I understand correctly, then no you can't. You can create animations outside the SDK (in Maya/3DS Max) and use whatever tools or languages are available there I guess, but once you import them to the SDK you can only use the tools available and all coding in the SDK is either Unreal Script or Kismet (which relies on someone fluent in Unreal Script to have set up the appropriate functions in the first place).
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#7
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Say for example I import a custom weapon model and want to adjust the details of an existing weapon (by duplicating its files and re-naming for the new gun) and then alter fire rates, dmg etc, would this be possible?
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#8
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yes
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#9
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Is there away to set spawn time in the coding or ini files now please help i know this mAy be a stupid request but 30 sec spawns are bad.
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#10
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Spawn times are set in each map, not in code.
I believe they're generally only 20 second spawns though. |
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#11
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Is there a way to fix them or make them shorter in a tdm or ff that is just to long they need to be around 5 to 7 sec
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#12
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For FF mode, you could just remove the timer altogether, or tell the game to disregard the spawn timer and use one you set specifically. I don't really play FF, but the few times that I did I found the wave respawning and lengthy spawn timer to be quite un-fun (along with the short round times). You could fairly easily make a mutator that changed that.
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#13
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i am srry if i seem to ask dumb questions but i am not sure as to how to set a spawn mutator i have one for the bots but not sure if i can do it for ff anyone know the wording i should use or where to put it like i know it cant be as easy as set_sv_spawntime=5.0 this want work i have tried it any help would really be helpful
i have tried setting ffrespawn delay to 0.1 and reinforcement to 0.1 the bots respawn without delay but our respawn is random anywhere from 0-30 sec help me please. not sure what to do [ROGame.ROGameInfoFirefight] TimeLimit=1200 FinalCountdownTime=60 WinStrengthPoints16=70 WinStrengthPoints32=60 WinStrengthPoints64=100 bUseReadySystem=false bUseMatchWarmup=false WarmupRoundDuration=0 KillMessageDelay=0.1 KillMessageMode=ROKMM_All bMeleeOnly=false bAllowDeadRoaming=True bAllowViewpointSpectating=true bAllowKillCamera=False ReinforcementTimeScale=0.1 GameTypeDisplay=Firefight GameTypeDescription=FirefightDescription GameTips=FirefightTip1 GameTips=FirefightTip2 FFRespawnDelay=0.1 AdminStartDelay=0 RoundLimit=0 EndOfMapDelay=20.000000 MinPlayers=1 MinimumHonor=0 MaximumHonor=100 bIsStandbyCheckingEnabled=False GoalScore=0 MaxLives=0 ListenPort=0 StandbyRxCheatTime=0.000000 Last edited by lewis; 09-20-2011 at 08:58 AM. |
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#14
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A mutator is like a miniature mod, you'll have to do some actual programming once the source code becomes available with the SDK. The ini file won't let you change the spawn time to the best of my knowledge.
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#15
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Quick Question about a possible Mutator that I would love.
Is it possible to make a mutator which replaces the German commanders Crusher Cap with a normal helmet but he keeps his commander uniform? I would love this mutator for our server. I'm no coder but it sounds pretty simple.
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#17
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Yes you could do it but I don't see the point personally. Of all the things that people are complaining about at the moment, I would have thought something like that would be at the bottom of the list of things to change with a mutator. But each to their own I guess.
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#18
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Quote:
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