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They all float! (Mutator)

Posted: Mon Jan 18, 2010 12:12 am
by rejecht
Hi,

I did a UT2004 mutator which allows players to glide through the air at the expense of adrenaline (as if the game didn't have enough crazy moves. :))

- While the player is falling, the player can choose to hold down the crouching/ducking button to fall at a slower rate. The cost is two (2) units of adrenaline per second from the moment the crouching/ducking button is pressed, it's only usable while the player is falling, and the effect stops immediately when the button is released or the energy source is depleted.

Usage:
1. Obviously, players can use this ability to save themselves from the impact of a great fall, and in effect sacrifice some adrenaline instead.
2. If a player dodges off a wall, or a floor before the edge of some fall, and then uses this ability when starting to fall, the player can cover a notable distance, with ninja silence.


Basically, the ability this mutator gives the player is completely transparent to existing game controls, because the crouching/ducking key had no previous function for players that were falling. You wouldn't know it was available unless someone told you to use that button while falling.

- It's 100 % under player control. They player decides whether to use it to survive a great fall at the expense of adrenaline, for instance.

- The player has a natural amount of control while falling, so if you fall long enough, you can basically glide around a corner. :P


The next version should have a user configurable power source:
1) an infinite power source,
2) adrenaline as a power source,
3) regenerative power source, like the shield gun has.

Choices 1 and 2 are in the code, but I haven't made the GUI yet, so it's not user selectable. :)

Details:
http://sites.google.com/site/rejecht/muttheyallfloat

Download:
http://gethome.no/aremond/MutTheyAllFloatv0_9.zip

Any comments/feedback welcome!

Posted: Mon Jan 18, 2010 3:48 pm
by NmS
Wouldn't switching to shieldgun and use secondairy fire be more effective then using your adrenaline for a fall? I would use that and use the adrenaline for booster.

The added movement options sounds more interesting, although I doubt I will use it if it will cost adrenaline :P

Posted: Mon Jan 18, 2010 5:19 pm
by rejecht
NmS wrote:Wouldn't switching to shieldgun and use secondairy fire be more effective then using your adrenaline for a fall?
The only thing I can think of is that you're stuck with the shield gun, when you could have had the lightning gun in use--and it (usually) takes time to change weapons.
NmS wrote:The added movement options sounds more interesting, although I doubt I will use it if it will cost adrenaline :P
You're very fond of your adrenaline. :P

The best option then is the one with the self-rechargable energy source, like how the shield gun works. It would work in ONS as well. It's probably the most work to make, too. :P

Posted: Tue Jan 19, 2010 10:04 am
by }TCP{Cloud
Nice, so with this i can float above lava, and git people? :O

Posted: Tue Jan 19, 2010 4:29 pm
by rejecht
}TCP{Cloud wrote:Nice, so with this i can float above lava, and git people? :O
Well, technically you fall a lot slower. :P It would certainly surprise players at first, when you can suddenly stop a fall--maybe they miss you on the first shot. ;) (I used the word "float" mainly because I couldn't let the "They (all) float!" reference go (Stephen King's "IT"). hehe)

(I am also looking into making a LavaVolume mutator which throws the player up in the air on impact, like in Super Mario 64. :P ..but it's probably not very useful to get thrown up in the air, hm, unless you use this mutator as well, maybe. :P)