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Old 03-26-2016, 02:17 PM   #61
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Will MasterBath be updated with this tank, or is just a test? I really like the improved accuracy, but the projectile speed might be too good for a Goliath. 20000/22500 or somewhere around there might be better. Thanks for working on it, I'll add it to Magnanimous.
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Old 03-26-2016, 04:41 PM   #62
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Originally Posted by Anonymous[Lolz] View Post
Will MasterBath be updated with this tank, or is just a test? I really like the improved accuracy, but the projectile speed might be too good for a Goliath. 20000/22500 or somewhere around there might be better. Thanks for working on it, I'll add it to Magnanimous.
I would guess that this version of the Goliath will be used when it's on a map with other, more powerful tanks. On maps like Masterbath and Tyrant, the Goliath is already good enough.
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Old 03-26-2016, 06:58 PM   #63
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Originally Posted by Anonymous[Lolz] View Post
Will MasterBath be updated with this tank, or is just a test? I really like the improved accuracy, but the projectile speed might be too good for a Goliath. 20000/22500 or somewhere around there might be better. Thanks for working on it, I'll add it to Magnanimous.
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Originally Posted by Turbo K View Post
I would guess that this version of the Goliath will be used when it's on a map with other, more powerful tanks. On maps like Masterbath and Tyrant, the Goliath is already good enough.
I have no plans to do any more editing on any UT2004 maps. It may happen but probably not. I really just did these changes to the Goliath in case someone else did any editing on a map that happen to have one and they were going to keep it on there. In which case, I would be very happy if they switched the old Goliath our for the new one. It's sad to me that what used to be a bad-ass vehicle in this game is now often ignored because of all the more powerful ones the community made. I constantly see people spawning at nodes with only a Goliath left then teleporting to another node to look for something better. I do it myself. Compared to quite a few other vehicles it's now weak. It has no advantages over so many others.

I don't want to lower the projectile speed but I will if you really want me to, since you're going to use it in a map. I thought about that one a lot and I don't see many drawbacks and the rate of fire is still the same. The worst would probably be that it is easier to hit a Raptor with the main gun. I don't think a lot of shots are missed with the Goliath because of it's shell speed. At least not with anyone that has any experience with it. One exception to that though is the Badger. The Badgers ability to stay at medium to far range and eat up a Goliath with the Goliath having no chance of destroying the Badger is BS. Increasing the accuracy won't help much with that without also increasing the shell speed. I don't think the changes I made are going to completely tip the scales the other way against other vehicles, with maybe just one or two exceptions. It's all about balance and I think I've moved it closer to the middle without going over the line but I will make changes if requested or show others how to do so (if it's just changing default values like shell speed).

I don't think it would make much of a difference on Masterbath or Tryant. Where it's going to make the most difference is in trying to hit nodes from medium to long range. On both of those maps the reticle is always smaller than the node beacon (with one unusual exception), which means you're probably not going to miss since the spread on the shell on the stock Goliath is about equal to the reticle size at a distance where the node beacon matches that size. And on Tryant, imo, the Goliath is ridiculous so making it better would be a bad thing. I wish that map didn't even have a Goliath. On Masterbath it wouldn't change much. I just used that map for initial testing because it builds fast in the editor and it's quick to have things to shoot at.
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Old 03-26-2016, 07:37 PM   #64
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I understand. For now I think it's best to wait and see.
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Old 03-29-2016, 02:44 PM   #65
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Thanks for all the work you've done Binger.
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Old 03-29-2016, 02:52 PM   #66
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I've danced on tanks. It's when the turret knocks into you, is when the squishy jelly happens
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Old 04-11-2016, 03:57 PM   #67
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The ClassicEvilDead Goliath...

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Old 04-12-2016, 01:51 AM   #68
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That is awesome! I like it.
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Old 04-13-2016, 09:54 AM   #69
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Nice Binger !
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Old 04-13-2016, 02:06 PM   #70
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wicked coolness, thanks Binger!
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Old 04-15-2016, 06:07 AM   #71
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I use the WOTGreal ide when working on UnrealScript. You can use UnrealEd but it's not as nice.

Here's a little background...


Looks like the guy who made it isn't hosting his site anymore. I found a download link here...


The following sounds hard, but with a little practice it's really a 15 minute project.The hardest part is setting up your environment.

Standard Goliath uses:
DriverWeapons(0)=(WeaponClass=Class'Onslaught.ONSH overTankCannon',WeaponBone="TankCannonWeapon")
PassengerWeapons(0)=(WeaponPawnClass=Class'Onslaug ht.ONSTankSecondaryTurretPawn',WeaponBone="Machine GunTurret")

For what you need you could just subclass the Goliath and change these two weapons out with your own. Again just sub classing them to change the properties is probably the way to go.

The "'Onslaught.ONSTankSecondaryTurretPawn" needs to be subclassed. When you subclass, you will create a new package like "ClassicEvilDead" (as I hope this is the start of a line of vehicles)

Change
GunClass=Class'Onslaught.ONSTankSecondaryTurret'

To your new Class'Onslaught.ONSTankSecondaryTurret' subclass

and change...
PitchUpLimit=12500

in your subclass. (I would have to play to figure out what this number needs to be to point straight up.)


The Onslaught.ONSHoverTankCannon you are going to have to subclass the ProjectileClass=Class'Onslaught.ONSRocketProjectil e' and change the following properties in combo depending on the effect you want...

Speed=15000.000000
MaxSpeed=15000.000000
LifeSpan=1.200000

P.S.
I had an environment all set up in a .zip file. If you are interested I could upload it somewhere but it could be days or weeks before I have insomnia/time again It's probably better to connect with someone with more time.
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Old 04-15-2016, 06:13 AM   #72
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It took me longer to write the post than to actually do the work :S

If you want to learn how to do it yourself, cool. If you just want me to the work describe what you want and I can do it. For a complete job I would just need the skin if it's based on the Goliath static mesh.
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Old 04-15-2016, 06:16 AM   #73
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Sorry URLs didn't make it for some reason...

How to and stuff....
https://udn.epicgames.com/Two/PublicModResource.html
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Old 04-15-2016, 08:20 PM   #74
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Hey Glitch, thanks for the help but all of that's already been covered and my changes are done. Posts #58 - #60 pretty much sum it up and there is a link to the finished vehicle.

I've been using NotePad++ to edit the script.

Not sure what you mean by setting up the environment.

The ClassicEvilDead skin was actually a mistake that I ran with. I am very new to image editing and I was playing with bucket fill and accidentally used black instead of the color I intended to use. I kept going with the black while playing with the opacity and threshold. I named it ClassicEvilDead just because it seemed like it would fit best on that map. I really have no intention of doing anything with it. I did an edit on CED when Spike brought up the tank victim thing but I didn't do anything with it because there didn't seem to be much interest and the thread died. I think it would be cool though to have all the vehicles on CED be blacked out like that. I'm not sure what other map that might work on. I would need to start over on that skin as it's pretty sloppy right now.
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Old 04-15-2016, 08:50 PM   #75
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Originally Posted by Binger View Post
Hey Glitch, thanks for the help but all of that's already been covered and my changes are done. Posts #58 - #60 pretty much sum it up and there is a link to the finished vehicle.

I've been using NotePad++ to edit the script.

Not sure what you mean by setting up the environment.

The ClassicEvilDead skin was actually a mistake that I ran with. I am very new to image editing and I was playing with bucket fill and accidentally used black instead of the color I intended to use. I kept going with the black while playing with the opacity and threshold. I named it ClassicEvilDead just because it seemed like it would fit best on that map. I really have no intention of doing anything with it. I did an edit on CED when Spike brought up the tank victim thing but I didn't do anything with it because there didn't seem to be much interest and the thread died. I think it would be cool though to have all the vehicles on CED be blacked out like that. I'm not sure what other map that might work on. I would need to start over on that skin as it's pretty sloppy right now.
Do you have a Goliath MkII with the new skin finished? I'd like to put it on Gunshop and Nevermore.
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Old 04-15-2016, 09:37 PM   #76
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So by environment I mean getting the an IDE (Integrated Development Environment) setup. An IDE helps with code complete, class and package navigation, compiling multiple classes at the same time.

I missed the download link. Thx for responding. Hope it's working out.
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Old 04-16-2016, 01:40 AM   #77
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Quote:
Originally Posted by Glitch View Post
So by environment I mean getting the an IDE (Integrated Development Environment) setup. An IDE helps with code complete, class and package navigation, compiling multiple classes at the same time.

I missed the download link. Thx for responding. Hope it's working out.
I don't know much about programming. I've heard of an IDE but have no experience with that. Since I was just changing some values and not actually writing any code Notepad++ and UCCMake worked fine.

I think it worked out okay. I could prattle on about the pitch angle and muzzle flashes and misaligned cameras, reticles, and the whole freaking turret but I'm done with it so...

Quote:
Originally Posted by Turbo K View Post
Do you have a Goliath MkII with the new skin finished? I'd like to put it on Gunshop and Nevermore.
That would be great. I would like to see what people think. I think Anon mentioned putting it on Magnanimous.

Post #60 in this thread has a link but here it is again.

https://www.dropbox.com/s/w6dhrr1fgg...thIIa.zip?dl=0

You will need the texture package for the skin (it's in the d/l). I'm not sure how to get a texture package to embed in the map when a vehicle is embedded. I think I know how but, as some of you guys pointed out, it's better to just put texture packages on the redirect. The skin is just a texture and not a shader. I was trying to make a shader for it but then I noticed that a lot of community vehicles just used textures and I can't tell the difference so that's what I did.

Keep in mind that on a map like Gunshop the changes I made might make a big difference. Both the main gun and minigun are %100 accurate and can shoot all the way across the map. On maps like Nevermore the changes will make less of a difference.
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Old 04-16-2016, 03:00 AM   #78
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As soon as I use an IDE, I expect it to provide at least the same editing comfort Notepad++ offers. (As a general programmer's text editor it's quite nice already.) But being spoiled by Resharper, I probably overestimate another IDE's level of language support by a great deal. Also, UnrealScript IDEs tend to concentrate on the Unreal Engine 3 UnrealScript features, which are partly quite different to the Unreal Engine 1/2 features. Also, UnrealScript is actually only approximately parseable without knowing exactly what's going on inside the engine. The difference may only consist of corner cases, but in certain special cases the IDE may reject cases that the UCC Make compiler accepts and vice versa.
(You may have guessed it by now: For UnrealScript I use just Notepad++.)
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Old 04-16-2016, 12:41 PM   #79
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In Notepad++ I was using C++ for the language setting and it worked fine. It was a little frustrating setting all the files to C++ individually when I would open several class files at once but no biggy. I recently installed Visual Studio but I haven't used it. If I decide to learn to program I will check out Resharper.
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Old 04-17-2016, 03:47 AM   #80
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You can define custom languages. I use this one, which works quite nicely for UT, UT200x and UT3:
Spoiler!

Feel free to rearrange the keywords or even add stock class names, but I found that splitting the highlighting into language keywords, basic types and keywords for value constants works best for me. Also this definition is quite old already, so I don't know if the current version of Notepad++ allows more useful settings. (I might actually investigate that now.)
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