I don't need to test my programs. I have an error-correcting modem.

Legacy:Mod Ideas/Deadman Launcher

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Mod ideas for UT 2003 – Deadman launcher

Description[edit]

Nothing much to explain I suppose, exept that you'd launch Ragdoll'ish dead bodies from guns to inflict damage on you opponent (according to the speed of the flailing limbs flying at you!), I dont know about you, but that sounds like fun.

C–B:

Camper at Heart: Here's the BodyLauncher 1.0 from ZedLep...(ripped from the package by the only way I know how) I put it here because it's a good idea that I'd like to see work but it doesn't function. I put the error below in the discussion section.

class BodyFire extends FlakAltFire;
 
function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local xPawn p;
    local vector vec;//, hitloc, hitnorm;
    local rotator dir1;
 
    Dir1=Dir;
    Dir1.Pitch=0;
    vec=Start+Vector(Dir1)*class'xPawn'.Default.CollisionRadius*BodyWeapon(Weapon).InitScale*1.07;
 
    p = Spawn(class'xPawn',,, vec, Dir);
 
    if( p == None )
        return None;
 
    AdjustPawn(p);
 
    P.Velocity=Vector(Dir)*BodyWeapon(Weapon).BodyLaunchVel+Weapon.Owner.Velocity;
    P.PlayDying(class'DamageType', vec);
 
    //AdjustPawn(p);
    return none;
}
 
function AdjustPawn(xpawn p)
{
	local DMRosterConfigured tDM;
	local xRosterEntry Chosen;
	local int i;
 
	i=Int(FRand()*tDM.Characters.Length);
	tDM = Spawn(class'DMRosterConfigured');
	Chosen = xRosterEntry(DeathMatch(Level.Game).EnemyRoster.ChooseBotClass(tDM.Characters[i]));
	tDM.Destroy();
	if(Chosen==None)
		Return;
	P.LinkMesh(Mesh(DynamicLoadObject(Chosen.PlrProfile.MeshName, class'Mesh')));
	P.Skins[0]=Texture(DynamicLoadObject(Chosen.PlrProfile.BodySkinName, class'Texture'));
	P.Skins[1]=Texture(DynamicLoadObject(Chosen.PlrProfile.FaceSkinName, class'Texture'));
	P.SoundGroupClass=None;
	P.RagDeathUpKick=150;
	P.RagdollLifeSpan=30;
	P.RagSpinScale=2.5;
	P.RagInvInertia=16;
	P.PhysicsVolume.TerminalVelocity=BodyWeapon(Weapon).BodyLaunchVel;
	P.AirSpeed=BodyWeapon(Weapon).BodyLaunchVel;
	P.WaterSpeed=BodyWeapon(Weapon).BodyLaunchVel;
	P.GroundSpeed=BodyWeapon(Weapon).BodyLaunchVel;
	P.AccelRate=BodyWeapon(Weapon).BodyLaunchVel;
}
 
simulated function bool AllowFire()
{
    return True;
}
class BodyWeapon extends FlakCannon;
 
var float BodyLaunchVel, InitScale;
 
function PostBeginPlay()
{
	//local PhysicsVolume PV;
 
	Super.PostBeginPlay();
	Level.MaxRagdolls=32;
	/*
	ForEach AllActors(Class'PhysicsVolume',PV)
		PV.TerminalVelocity=20000;
	*/
}
 
function BLVChange()
{
	Level.Game.BroadcastHandler.Broadcast(None, "Body Launch Velocity is now at"@BodyLaunchVel);
}
 
          gUTF8_REPLACEMENTclass BodyFireSpeed extends ProjectileFire;
 
function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
	BodyWeapon(Weapon).BodyLaunchVel+=2000;
	if(BodyWeapon(Weapon).BodyLaunchVel>20000)
		BodyWeapon(Weapon).BodyLaunchVel=4000;
	BodyWeapon(Weapon).BLVChange();
	Return None;
}
 
simulated function bool AllowFire()
{
    return True;
}

Interested Scripters[edit]

If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.

Discussion[edit]

C–B:: Seeing as how I dont actually own UT2003, I wouldnt be able to really do anything, But I just think it would be a great thing to have (My name is supposed to be in lower-case, oh well.).

ZxAnPhOrIaN: ...thinks about the Wikipedia:Gary Larson The Far Side Cartoon about the Dobie-o-matic... ;)

DJPaul: I think this mod has been done or in development. anyone got a URL?

Daid303: It's the body launcher, made by ZedLep, I found a link here

Camper at Heart: ZedLep's bodylauncher doesn't appear to work in UT2K4. Gives me, at least, a general

protection fault when I attempt to use it. Anyone know enough to try to fix it or tell me I'm the only one

with a problem?

General protection fault!

History: UObject::ProcessEvent <- (BodyFire DM-1on1-Albatross.BodyWeapon.BodyFire0, Function Engine.WeaponFire.ModeDoFire) <- UWeaponFire::ModeTick <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Albatross <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free