*The Relic Bible*

UT2004 related discussions
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GLoups!
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Re: *The Relic Bible*

Post by GLoups! » Sun 26. Mar 2017, 13:15

Here's the try with three faces, you can adjust the DrawScale3D:

DM-RelicEmitterTest_2

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Miauz55555
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*The Relic Bible*

Post by Miauz55555 » Sun 26. Mar 2017, 14:49

Hey GLoups,

thank you. Don't know why the defaulte is TAM, I just put a "DM-" infront of it when saving.

Maybe use your flat two triangel SM with a mesh emitter and the texture. Would that be posible, or what is better in point of performance?
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*The Relic Bible*

Post by GLoups! » Sun 26. Mar 2017, 15:50

Miauz55555 wrote: Don't know why the defaulte is TAM, I just put a "DM-" infront of it when saving.
Hey Miauzz, Level Properties, LevelInfo/DefaultGameType: 3SPNv3141.ArenaMaster in use.
Miauz55555 wrote:Maybe use your flat two triangel SM with a mesh emitter and the texture. Would that be posible, or what is better in point of performance?
The thing with a MeshEmitter is that you'll have to find a way to change the colors/skins, in any case ClientMovers or Emitters, unless you use around a hundred of them you should not experienced any performance issues, you can always use culldistances, btw just a thought, by tweaking with a ScriptedTrigger (via a NetWorkTrigger) it should be possible to make the emitter disappear or the mover (if you add a second key to it), while removing the display of the relic itself.

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Miauz55555
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Re: *The Relic Bible*

Post by Miauz55555 » Sun 26. Mar 2017, 17:02

However that "3SPNv3141.ArenaMaster" sneeked in.^^

You mean using the relic as class for a toggled-trigger and than use a scriptedTrigger which moves the mover out of sight and toggle the emitter when there is no relic?
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*The Relic Bible*

Post by GLoups! » Sun 26. Mar 2017, 18:51

There's lots of possibilities , (btw the NetWorkTrigger is only needed for emitters toggled on server, not for movers, and to be used with economy), a simple Trigger at the Relic's location can be used for display the event (ex:MyEvent1) which active the SriptedTrigger (Action_WaitForEvent), the toggle can be done by triggering the mover or the emitter (Action_TriggerEvent :MyEvent2), then using Action_WaitForTimer (Time in seconds needed for the Relics to respawn) before retriggering the same event (Action_TriggerEvent :MyEvent2).
Using the relic as class for a toggled-trigger i don't know how (never trying).
Then, all is possible, moving the mover out of sight and (Or?, may not be needed to have twice) toggle the emitter when there is no relic or make the relics invisible, using an invisible SM for the pickup, something with only 2 triangles with invisible shader texture for the material, because we don't want to recompile the .u file, and use the mover/emitter as a replacement, you can even make a combination of all, and use one for the replacement and one when there's no relics :ugeek:

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*The Relic Bible*

Post by Miauz55555 » Fri 28. Apr 2017, 20:39

I made the triangels for all Relics which are working online for ONS without the mutator enabled. (The adrenalin relic is also working, but not in ONS.) Thanks for that GLoups!
Made the culldistance matching the one from the relics, all collisions set to false, rotationrate in oposite direction as the relics. It's looking fine.

I tryed the class-trigger thing, but it wasn't working as I thought. Maybe I made something wrong. The timed-trigger (every normal trigger) has the problem that if you have a relic it will trigger, but the relic is still there.
DM-RelicEmitterTest_4.7z
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*The Relic Bible*

Post by GLoups! » Sun 30. Apr 2017, 17:18

Hey Miauzz, response delayed because i have to see this more in depth:
Miauz55555 wrote:... The timed-trigger (every normal trigger) has the problem that if you have a relic it will trigger, but the relic is still there.
DM-RelicEmitterTest_4.7z
Of course :bam:

So finally the simplest thing to do is to to put the event name of the movers in the Relics pickups themself and replace the ClientMovers by normal Movers, seems to be better for online play, dunno if clientmover work, i have somes issues while testing and ended things as it is, may be will try any furthers days.
The link below for the hiding movers:
DM-RelicEmitterTest_5

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*The Relic Bible*

Post by Miauz55555 » Sun 30. Apr 2017, 20:34

I think it's fine. Thank you GLoups! :cheers:
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Post by GLoups! » Tue 25. Dec 2018, 15:12

Until now only a few relics were working on the server because i believe that the mutator will have to be activated server-side and that would affect the server's white-listing status.
The problem should now be solved, while a lot of maps already have the mutator embedded, i simply activated it directly in the map via the LevelGameRules actor.
At first it worked but there was a multitude of relics that appeared everywhere, exactly what the mutator was planning to do but what we would not want to play on the server.
Looking at the code and the Relic Profile Options (menu in UT2004 for the relic mutator) as well as on this page :forums.epicgames.com , it is possible to disable the function of automatic-spawning by changing the options and the number of all the relics to respectively "Value" and "0", as well as several other things, all of this without changing any code.

For theses properties you have to use the following command in unrealed: "editdefault class=xrelics" under "none".

**Interresting settings that can be change here replacing the mutator menu:**

-Mode and Num. (we want these values to be 0 to prevent automatic spawning)

-bUseClassicSTR True/False

Relic of Strength (punch):
1.75 x the damage you do. If you pick up a Damage Amplifier, the UDamage's
time will be reduced by half.
* Classic Relic of Strength:
2 x the damage that you do. You can't pick up Damage Amplifiers.

-bUseClassicDEF True/False

Relic of Defense (shield):
0.625 x the damage you take. If you have more than 100 points of life, the
health will decrease by 10 points each 2 seconds. If you have more than 0
points of shield, the shield will decrease by 10 points each 2 seconds.
* Classic Relic of Defense:
0.4 x the damage you take. You can't pick up Shield Packs and Keg O' Healths.

-bUseClassicHEA True/False

Relic of Health (cross):
If you have less than 100 points of life, your health will increase by 5
points each 1.2 seconds.
* Classic Relic of Regeneration:
If you have less than 150 points of life, your health will increase by 10
points each 2 seconds.

-bUseClassicHAS True/False

Relic of Haste (runner):
1.5 x your Ground Speed, Water Speed, Air Speed and Ladder Speed. If you have
a flag or bomb, the relic will auto-destroy after a random time, and if you
toss the relic, you will drop the flag or bomb.
* Classic Relic of Speed:
1.4 x your Ground Speed, Water Speed, Air Speed, Ladder Speed, Acceleration
and Air Control. 1.1 x your Jump Power.

-bUseClassicRED True/False

Relic of Redemption (saint):
If you die, you are teleported away from battle with your weapons intact and
health restored, and if you have a flag or bomb, you will drop it. If you
suicide, the relic won't work.
* Classic Relic of Redemption:
If you die, you are moved somewhere with your weapons intact and health
restored, and if you have a flag or bomb, you will drop it.

-bUseClassicVEN True/False

Relic of Vengeance (skull):
1.5 seconds after your death, this relic will hurt anyone (-200 points of
life) within an area radius of 1500 units. If you suicide, the relic won't
work.
* Classic Relic of Vengeance:
1.5 seconds after your death, this relic will hurt anyone (-1000 points of
life) within an area radius of 2000 units.

-RelicLife : Time in second when the relic fell before disappearing.
Note 1: XRelicsTextures.utx and XRelicsSounds.uax are not embedded in the map to avoid redundancies.
Note 2: XRelics.u and XRelicsSM.usx are embedded in the map with a reskinned and optimized Static-mesh.
Note 3: Tested on dedicated server.
Note 4: All the relic works, for sure Relic of Adrenaline won't do nothing in ONS.
Note 5: If you want to use the relics in your future editions, just copy the LevelGameRule actor and at least one relic.

Here's is an edited version of ONS-SPAMBOX with all the relics ready :ONS-SPAMBOX-Relics

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GLoups!
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*The Relic Bible*

Post by GLoups! » Fri 28. Dec 2018, 22:05

Link update, reason: there is 1mb extra texture completely useless, if you have already download the file it's best to replace it with the new one :p