The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.
The gameplay is uncertain but I think of something deathmatch like and maybe guns also.
This is the "GravGun.uc" it has the ability to throw rigid bodies:
class GravGun extends UTWeap_Physicsgun;
defaultproperties
{
HoldDistanceMin=128.0
HoldDistanceMax=768.0
WeaponImpulse=5000.0
ThrowImpulse=10000.0
ChangeHoldDistanceIncrement=10.0
WeaponColor=(R=255,G=255,B=128,A=255)
FireInterval(0)=+0.5
FireInterval(1)=+0.5
PlayerViewOffset=(X=0.0,Y=7.0,Z=-9.0)
FireOffset=(X=16,Y=10)
AIRating=+0.75
CurrentRating=+0.75
bInstantHit=false
bSplashJump=false
bRecommendSplashDamage=false
bSniping=false
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=0
bCanThrow=true
InventoryGroup=1
GroupWeight=0.5
AmmoCount=1
LockerAmmoCount=1
MaxAmmoCount=1
bExportMenuData=false
}
This is the "KActor_KillingRB.uc" with the by velocity determined damage:
class KActor_KillingRB extends KActor;
var() float DamageGive;
var() float VelDmgDiminuator;
//Used for collision between actors that block, not touch (which allows movement through, but still detects collision)
event Bump(Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)
{
// if what you've hit's class is the same as your pawn's class, then it is your pawn, so you should do damage.
if (Other.IsA('UTPawn'))
{
DamageGive=(Velocity.X+Velocity.Y+Velocity.Z)/VelDmgDiminuator;
Other.TakeDamage( DamageGive, None,Location, vect(0,0,0) , class'DmgType_Crushed');
}
}
defaultproperties
{
VelDmgDiminuator=3
bCollideActors=true
bCollideWorld=true
bBlockActors=true
bWakeOnLevelStart=true
bStatic=false
bBounce=true
bNoEncroachCheck=false
Begin Object Name=StaticMeshComponent0
WireframeColor=(R=0,G=255,B=128,A=255)
BlockRigidBody=true
RBChannel=RBCC_GameplayPhysics
RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
bBlockFootPlacement=false
End Object
Physics=Phys_RigidBody
}
after you have all this set and compiled for your game , you add them to the scene :
STEPS :
THE GUN IN GAME:
The gun you add it trough the kismet or a : Weapon Pickup Factory(ACTOR CLASSES>Pickups>Weapon>UTWeaponPickupFactory)you go properties and you will find the "Weapon Pickup Class"( put it into your map/scene) and set it to : "GravGun"
THE RIGID BODY IN GAME:
Then your RigidBody (ACTOR CLASS>Physics>KActor>KActor_KillingRB)( put it into your map/scene)
then you will have an empty selected , from that point you go Properties and then : In "Collision>Collision Component>Static Mesh Component>Static Mesh" select in your content browser your mesh and put it inside that value and everything is done !!
!!! the "Damage Give" option in properties is unchangable , the only one you can increase so it kills more difficult is : "Vel Dmg Diminuator" ( Velocity to Damage "Diminuator" = Decrease )
Now the only thing is to enjoy killing others with props and be careful that's a 2 sided blade , can kill you too!!.
HERE IN ACTION THE BOTH CODES
+------------------------------+---+
|Like Half-Life 2 Gravity Gun!!|UDK|
+------------------------------+---+
Thank You !! And have fun!!
Thank you for the second rigid body script ( because it was half done by someone on the internet as a tutorial too)
please send a key, I do a video on my channel (https://www.youtube.com/user/DrGam3rggvi)
I reimagined everything. Shooting zombies with props - is a good idea!
BIG PHYSICS TIME , NOW I KNOW WHAT'S THE "SHAPE" THIS GAME WILL TAKE
In other words: Killing zombies with props , that's new!! and fun!! There will be NO GUNS!!
PLS NO I DONT WANT NO GUNS :(((
don`t worry there will be guns ,but it will be a deathmatch game and i will work more slowly on it because i have a lot of stuff going in and out of my life through the days .
NO DONT DO DEATHMATCH PLS I WANT ZOMBIES PLS ZOMBIES
or maybe a fast placed fps ,with only props
Not new, Rising Dead 1 and 2 did it. But interested in this project none the less. Good luck, tracking.
still there will be not baseball bat or crowbar or any other bullet thing going in ( is only going to be the GravGun)
From now on , I will only post news once a week and when the project will go bigger, once 2 weeks or once a month.