Air Dodge

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Taz
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Post by Taz »

in the air it will easier for me...and i can also dodge in the air :O
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}TCP{Cee
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Post by }TCP{Cee »

Dodging in the air is as crappy and useless as those low gravity maps..end of story :l
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Xavious
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Post by Xavious »

air dodge rules.
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Kobra
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Post by Kobra »

it would be a funny mutator and maybe as useless as other mutators but funny :l
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Xavious
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Post by Xavious »

and not very hard to script...just involves unblocking the dodge command while in the air.
SpikeMan
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Post by SpikeMan »

Well.. I always get killed in mid-air anyway so no problem! :P
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Post by =XtC=Vamp1re »

:O thought this typica was blocked :P
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Post by }TCP{Wolf »

Xavious wrote:and not very hard to script...just involves unblocking the dodge command while in the air.
Ah well if it is THAT easy, then even someone who never did any UScript should be able to do it :-P
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Xavious
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Post by Xavious »

well, i still cant do it. but i have a basic knowledge of how unreal works, enough to see how long it would take to do something.
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Post by }TCP{Wolf »

Xavious wrote:well, i still cant do it. but i have a basic knowledge of how unreal works, enough to see how long it would take to do something.
Hmm... that reminds me of a little chat we had over the UTF GUI....
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Post by Xavious »

most things anyway haha. It seemed simple at the time, like just shoving textures on the screen at set coordinates, and having them clickable with a mouse. obviously alot more complaicated than that then hehe.
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Post by }TCP{Wolf »

Yea quite more complicated... first you have to check the screen resolution and calculate how much everything uses up on the screen, then lay it out in a fashion that the screen can contain without drawing it outside of its visible borders, next trick, there ARE no clickable textures (or mouse support) for old style menues, so mouse support for old style menues was written by myself, interception input events and delegating them to the menus... "mouseover" and similar events were artificially created by me... if you click you have to check if you actually HIT a "clickable" texture yourself, don't expect the engine to take care of it lol, and then all the stuff you have todo after you DO actually hit a button... I could post some sourcecode, but would only wind up getting lots of "your post is too long errors"... :roll:
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Xavious
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Post by Xavious »

couldnt you just take the menu thing from gold and use that as a base? perhaps jus change the commands it lets you do and stuff? prolly a stupid question and all...
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Post by }TCP{Wolf »

Smartball could, his EDM console uses them but that's another long story. My primary goal was reusable code which would work across as many engines as possible (including UT) which I doubt works with the already quite 224/226 incompatible UWindow classes.

Besides, taking "base code" from UGold is never an option - base code must be "ground level" enough to function everywhere without further prerequisites (like having Gold).
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Post by }TCP{Wolf »

Bah this thread is getting off topic and I'm partly responsible for it - however - point being: you can't just hope to "unblock" dodge in mid-air in order to enable something like air-dodge. And it wouldn't work as mutator either... I suspect you need modified playerclasses which in turn require a game-type etc etc etc.... so, if you are really interested in this, I propose you get a copy of the experimental "Upro" mod (I believe Psitrix made it) and study it. It does enable ut2k3/4 style double jumps, so I be guessing air-dodge could be achieved somehow using that technique.
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