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Old 08-28-2015, 04:59 PM   #1
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I'm looking for tips on a good starting place for modifying vehicles. For example, I want to increase the accuracy and distance of the main gun on the Goliath, allow it's minigun to point straight up, and maybe bump up it's top speed a little. I don't even know where to start. I'm guessing all that stuff is in a .u file for the vehicle but I don't know how to view it. What do I need? If I try to open the script in the editor I just get a very short bit that says something like "extension of vehicle factory" but doesn't have much else.

I haven't started looking on the net yet. I thought I would see if someone here could give me some tips to make it easier to get started. Who did all the recent vehicle fixes? Kamek?

Edit: I'm making some progress using this page... http://wiki.beyondunreal.com/Legacy:...ehicle_Weapons. I've got the Script Source and can now open the code for the Goliath and it's guns in a text editor. Is this the accuracy (Spread=0.015)? (WeaponFireOffset=200.0)?

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Old 08-29-2015, 01:02 AM   #2
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Spread is the accuracy. However, I don't recomend copying anything from the Goliath's scrip sources, but instead make subclasses of the relevant classes (ONSHoverTank, ONSTankSecondaryTurret, etc.) and just modify the default values there.
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Old 08-29-2015, 03:04 PM   #3
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I won't copy over anything. I was planning on renaming. the wiki says the same thing you did (I think)...

"If you are only modifying the weapon it is probably best to extend the original vehicle (ONSHoverBike) but if you are going to do some serious modification you are best subclassing the vehicle class and copying the code from a vehicle within it"

I'm not sure how to do that but I think I'll figure it out. I haven't tried yet. As soon as I figured out that I could open the files in a text editor I started looking at the code for different things just to try to understand it.
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Old 08-30-2015, 09:55 PM   #4
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Quote:
Originally Posted by Binger View Post
I want to increase the accuracy and distance of the main gun on the Goliath, allow it's minigun to point straight up
Binger that would be pretty cool if you could make a Goliath v2. The main complaint I have about the Goliath is the main gun not being as accurate as pretty much all the other vehicles in the game. It does not matter that much on the smaller maps such as tyrant, however on the large ones like Dria and MTMU, even the tunnel under Tanks-a-lot, it seems like the Goliath is close to useless at hitting anything at a distance.

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Old 08-30-2015, 11:59 PM   #5
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It's a tank, not a sniper rifle. Its strength is its damage admount and radius. Making it more accurate may easily make it too strong compared to other vehicles.
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Old 08-31-2015, 12:56 AM   #6
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I agree with you statement Wormbo however, when you are on a large map driving the Goliath against, the Fire Tank, the Cobra, the Plasma Tank, Mino, Badgers, and the Ion tank, all of which fire exactly where the reticle is, it can be quite frustrating have the drop on the enemy tank, only to see your shot drift off to the upper right, and have the enemy tank turn towards you and pound on you.

I've gotten better at predicting the offset of the gun, but it is the main reason I hardly drive Goliaths on the MTMU maps.
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Old 08-31-2015, 01:28 AM   #7
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The main gun on the Goliath is very inaccurate. I hear ya Wormbo but I don't think making it 100% accurate like so many of the other vehicles will cause a problem. As far as the other changes like range, mingun tilt angle, and tank speed, that is all something I would do just for the UnWheel map I'm working on. Mostly I want the main gun to reach the fog distance and be accurate.
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Old 08-31-2015, 10:55 AM   #8
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I don't see the point in making the Goliath, a stock vehicle, more accurate. That's like trying to beef up jflounderbo's Ford Festiva. If you are planing this for a MTMU, go for it but its a mistake to do this on TaL or Tyrant.

A stock Goliath stands a better chance at trapping and killing a Badger than a Ion Tank.
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Old 08-31-2015, 12:30 PM   #9
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...its a mistake to do this on TaL or Tyrant...
Why? And btw, I'm for not even having a Goliath on Tyrant.

I'm surprised that anyone would be against this considering the plethora of ridiculously overpowered vehicles we use on Omni. Are you for the Minotaur but not an accurate Goliath? The one shot kill Ballista with very high range and perfect accuracy? Try go up against that with a Goliath. Try going up against so many of the community vehicles and you will understand why so few people drive the Goliath. And don't forget how many vehicles we now have that started out as a Goliath and had their accuracy set to perfect. Vehicles the Goliath now has to compete with.
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Old 08-31-2015, 06:27 PM   #10
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Quote:
Originally Posted by Terminator View Post
That's like trying to beef up jflounderbo's Ford Festiva.
er
(Terminator will have to translate)
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Old 11-11-2015, 04:51 PM   #11
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Binger, did you ever have success with this? A Goliath that could shoot straight would be nice on Gunshop.
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Old 11-11-2015, 10:25 PM   #12
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Quote:
Originally Posted by Turbo K View Post
Binger, did you ever have success with this? A Goliath that could shoot straight would be nice on Gunshop.
No, I haven't worked on it all. My intention was just to modify the vehicles specifically for the UnWheel map but I haven't worked on that in a while. It shouldn't be too difficult. Probably set the Spread to zero. Subclassing the vehicle and renaming it and the name in the stats is something I will have to learn when the time comes but I haven't tried to do that yet. The link to the wiki I posted in the first post is not working for me right now. That would suck if it's gone for good because it was helpful. If you try it you will need the Unreal Script Source Code. I think this is it...

http://www.gamefront.com/files/44211...cripts3369_zip

This did come to mind recently when I was trying to shoot the middle node on Gunshop with a Goliath. In fact, every time I try to shoot the top part of a node with the Goliath I get frustrated at how inaccurate the thing is.

This map has a modified Goliath that is more accurate, has more range, and longer zoom. It doesn't seem to be done right though. I copied it into an Onslaught map and, iirc, at close distance the shot was off. I forget exactly how but when I tried it it seemed messed up. It also wasn't renamed.

http://www.mapraider.com/maps/unreal...FlyLittleManta
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Old 11-12-2015, 12:00 PM   #13
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I take back what I said about it shouldn't be too difficult. I was looking at this stuff again last night and I have no freaking idea what to do. Without the wiki I'm lost. I couldn't even find the Range or how to change the Zoom. I have no idea how to subclass anything or how to find out what all is needed for each vehicle. I don't know how to convert a .u file like PPCTank.u into something I can read like a .uc file. I don't know how to get the files for a custom vehicle if it's been pasted into a map.

For me, learning this stuff without some reference material or someone that can explain it to me will be near impossible.
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Old 11-29-2015, 01:00 AM   #14
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Quote:
Originally Posted by Turbo K View Post
Binger, did you ever have success with this? A Goliath that could shoot straight would be nice on Gunshop.
Turbo, I'm giving up on this for a while. Have you tried to figure it out?

I think the Goliath from the FlyManta map will work fine for Gunshop. I tried it again and I guess what I thought was the shot being off was just me testing in 3rd person view. I almost never drive a tank with that view. It works pretty much like you would expect it to for a longer range, more accurate Goliath with better zoom. The shots seem just very slightly a tiny bit off to the left but considering how bad the stock Goliath is I don't think anyone will notice.
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Old 11-29-2015, 03:35 PM   #15
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Quote:
Originally Posted by Binger View Post
Turbo, I'm giving up on this for a while. Have you tried to figure it out?

I think the Goliath from the FlyManta map will work fine for Gunshop. I tried it again and I guess what I thought was the shot being off was just me testing in 3rd person view. I almost never drive a tank with that view. It works pretty much like you would expect it to for a longer range, more accurate Goliath with better zoom. The shots seem just very slightly a tiny bit off to the left but considering how bad the stock Goliath is I don't think anyone will notice.
Do you have a link to it? I probably won't have time to figure it out myself.
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Old 11-29-2015, 10:55 PM   #16
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Quote:
Originally Posted by Turbo K View Post
Do you have a link to it? I probably won't have time to figure it out myself.
http://www.mapraider.com/maps/unreal...FlyLittleManta
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Old 12-05-2015, 05:36 PM   #17
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I've made some progress on this. I got it to create the .u file.

I basically made the same changes as on the LongRange version but I renamed it. I'm still working on the range though, trying to find the right value there. It's done with the lifespan so combine that with the speed and that gives the range (I think). I wish it was in actual distance instead. I'm not sure how to calculate speed*lifespan=uu. I think I also want to up the speed of the shot like in the LongRange version. It seems to take a long time to get there when you are zoomed in further and it travels further.

I've also got the Minigun to pitch straight up so Raptors can't get in a spot where you can't hit them while they chew you up.

For some reason my shots are off just a little to the left like on the LongRange version. I don't get that. The spread is set to zero so it must be something else.
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Old 11-14-2015, 12:35 AM   #18
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You should become familiar with UCC. To decompile a .u file into Unreal class files (.uc), do this:

Open cmd.exe and get UCC open:
Code:
cd c:\ut2004\system
ucc
After you get it open, type:
Code:
ucc batchexport PPCTank.u class uc ..\PPCTank\Classes
This will land the new folder into your main UT2004 directory. If you would like it in the system folder, remove that extra period.
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Old 11-14-2015, 08:15 PM   #19
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Awesome, Anon. Thank you. That worked. PPC tank was just an example. I wanted to check out some custom vehicles that are based on stock ones to try to understand what I need to do.

Becoming familiar with UCC sounds good but with no reference material that's kind of hard to do. I've only used it once to decompress something.

Here's another question. If I want to see the script for a vehicle that is embedded in a map how would I do that? I would like to look at the differences in the stock Goliath and the one on that FlyManta map but it's embedded in the map so I don't have a .u file for it. Any ideas?
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Old 11-14-2015, 10:42 PM   #20
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Quote:
Originally Posted by Binger View Post
Becoming familiar with UCC sounds good but with no reference material that's kind of hard to do. I've only used it once to decompress something.
Manually decompressing/compressing files using UCC is a pain, I use UZTool instead. It basically creates a right-click menu shortcut to do this. This is great if you hunt for files on redirects or are a server admin.
http://www.utzone.de/forum/downloads.php?do=file&id=811

One cool trick with UCC is creating a mutator list entry for files extracted from cache. The command would be:
Code:
ucc exportcache filename.u
and you would be able to play with it offline.

Quote:
Originally Posted by Binger View Post
Here's another question. If I want to see the script for a vehicle that is embedded in a map how would I do that? I would like to look at the differences in the stock Goliath and the one on that FlyManta map but it's embedded in the map so I don't have a .u file for it. Any ideas?
I'm not sure about this one, I've never tried it. The Unreal Wiki appears to be down as well, which is strange. All I know is how to import a .u file into myLevel through the editor's console, the command would be:
Code:
obj load file=filename.u package=myLevel
However, if you can find your class in the Actor Classes browser, try right-clicking and selecting "edit code." I know this isn't the entire .u file, but it's a good start.
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