Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:Graham
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Messing around in unreal.
Eye Candy:
Heat Distortion Effects [in progress]
I've been trying to create a nice distortion effect for flames / plasma for some tme now using scripted textures and plane meshes. I need to work out some scaling / FOV problems.
"Wet" BumpMapping [in progress]
Pushing IceTextures to their extreme. Using custom static meshes and complex shaders + custom pawn code to create a dynamic effect that resembles a "wet" or icy surface.
Better Invisibility [in progress]
Using the same priciples of my distortion effect, but applied to a player's skin to recreate a "predator" type invisibility effect.
Fun With Bio Rifles:
Caustic BioRifle [complete]
- Primary
- Launches a flaming glob.
- Secondary
- Charges up a flaming glob.
- Notes
- Globs do not merge.
Bouncy BioRifle [in progress]
- Primary
- Launches a bouncing glob.
- Secondary
- Charges up a "hunting" glob. Hunting globs bounce to the closest player.
- Notes
- Having real problems with the hunting globs.
Mutators Coding:
Devil May Cry Items [Complete w/ minor revisions outstanding]
Replaces the ordinary pickups with ones inspired by the playstation 2 game by Capcom, Devil May Cry.
function GetBestPawn() { local Pawn P; local float Dist; for (P = level.pawnlist; P != None && (Target == none || VSize(P.Location - Location) < Dist); P=P.nextpawn) { Dist = VSize(P.Location - Location); P = Target; } }