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  #61  
Unread 11th February, 2013, 09:14 AM
Pileyrei Pileyrei is offline
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Randon question please Feralidragon...

The Ultimaprotos.....is there anything to know about the ALT fire button?
It produces a target thing but doesnt appear to do anything?

Sorry if I asked this before. Someone asked me and I don't know.

Thanks
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  #62  
Unread 11th February, 2013, 12:10 PM
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aim in lava giant to the huge stone wall ...activate "target thing"... now turn 90° to the right or left ... fire!

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  #63  
Unread 11th February, 2013, 01:00 PM
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Quote:
Originally Posted by papercoffee View Post
aim in lava giant to the huge stone wall ...activate "target thing"... now turn 90° to the right or left ... fire!

Voice 2 > On my way!
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  #64  
Unread 11th February, 2013, 03:05 PM
Pileyrei Pileyrei is offline
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Hmm.

I get the concept but cant quite get it right.

Trying some more!
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  #65  
Unread 11th February, 2013, 03:11 PM
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Quote:
Originally Posted by Pileyrei View Post
Hmm.

I get the concept but cant quite get it right.

Trying some more!
Another example... Lava giant again, go near enough to the enemy base so you can see it. aim at the base with the "target thing" now run back to your base ... aim over the wall and fire. Your target is still locked on ... the rocket will fly over the wall and ....... boooooom.
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  #66  
Unread 11th February, 2013, 04:51 PM
Pileyrei Pileyrei is offline
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Thanks for your patience, I must be doing something wrong

So...

1. Right click so that the large target appears.
2. Aim at something
3. Click anything again?
4. Point another direction and fire!

The nuke just goes straight wherever I shoot.
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  #67  
Unread 11th February, 2013, 06:14 PM
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No, the Ultimaprotos doesn't have the functionality paper described. I think he is confusing NW2 with NW3.
In NW2 there's a feature indeed in the nuclear launchers, where you can setup a point and then fire the missile and after some time the missile will start heading to that point.

In NW3 however that feature was removed, but it was a feature from the nuclear launchers and not ultimaprotos anyway.

As for the the current altfire function of ultimaprotos, it only does what you see: it replaces the crosshair by a more detailed cross which is rendered at the exact point of impact.
The red part is the normal crosshair to say exactly where it will land, the green dashed one is the max radius of the explosion core (or in other words, the big red rotating fireball max size) and the green growing and fading one is just an effect to make it look a bit more complete.

The thing is, the UltimaProtos doesn't actually have a alt-fire function per se, so I had to fill it with something, and that was what came to my mind.
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  #68  
Unread 11th February, 2013, 07:09 PM
Pileyrei Pileyrei is offline
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.....and that explains it!

Thanks Feralidragon, all understood now
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  #69  
Unread 11th February, 2013, 07:29 PM
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I have been practicing with the player-guided Rockets as of late on face.. you know the one's (Rocket-Launcher) where you fire and guide the cross-hair which way you want the rockets to go .. be wicked to be able to right-click in mid-flight to get a rockets POV.
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  #70  
Unread 11th February, 2013, 11:00 PM
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I borrowed the code from wormbo's 'spare parts' stuff and tried to develop that but it just goes too fast to be much good. It's neat to have as a rear-view mirror but I found you couldn't do much if you tried to steer or guide using it. The maps are just too small and tight and the rockets have to move fairly quickly.
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  #71  
Unread 12th February, 2013, 03:44 AM
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ahh yep .. makes sense.
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  #72  
Unread 12th February, 2013, 09:43 PM
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Quote:
Originally Posted by Feralidragon View Post
No, the Ultimaprotos doesn't have the functionality paper described. I think he is confusing NW2 with NW3.
In NW2 there's a feature indeed in the nuclear launchers, where you can setup a point and then fire the missile and after some time the missile will start heading to that point.

In NW3 however that feature was removed, but it was a feature from the nuclear launchers and not ultimaprotos anyway.
Woaaah really? now am I pretty confused ... I have to check this.

Sorry Pileyrei!!

Last edited by papercoffee : 12th February, 2013 at 09:46 PM.
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  #73  
Unread 13th February, 2013, 11:53 AM
Pileyrei Pileyrei is offline
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Quote:
Originally Posted by papercoffee View Post
Woaaah really? now am I pretty confused ... I have to check this.

Sorry Pileyrei!!
Its ok.
The NW2 nukes did this feature you describe.

NW3 lets you fly them instead, except the U.Protos.
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  #74  
Unread 16th April, 2013, 05:03 PM
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Just dropping a small update on this (screenshots below).
I already finished the gore system (for quite a while tbh), and I am now finishing the final documentation (already wrote about almost everything player/admin wise, doing now the part where I explain the most important classes and functions within it for developers).

After it, I am going to make a new weapon: The Overloader. Then after that I will be able to finally release the final version of this mod.







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  #75  
Unread 17th April, 2013, 02:10 PM
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How about a small youtube clip mate ?

cheers.
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  #76  
Unread 17th April, 2013, 02:24 PM
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Quote:
Originally Posted by back4more View Post
How about a small youtube clip mate ?
Soon.
It was already planned out, but I will only do a clip when I have a bit of the new weapon already done to show it as well (namely, at least the overloading/ressurection of Razored Translocator and The Executioner... specially the latter which is more "hell-ish").
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  #77  
Unread 17th April, 2013, 11:34 PM
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I just want to say how awesome you are for this!
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  #78  
Unread 19th April, 2013, 12:01 AM
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hehe was meaning of the gore mod ^_^

like to see it in action pre-release.

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  #79  
Unread 28th April, 2013, 09:55 AM
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I released a first version of the documentation on the mod here:
http://www.ut99.org/viewtopic.php?f=34&p=49857#p49857

And as of now, I am going to advance for the last weapon to finish the final version of the pack.
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  #80  
Unread 29th April, 2013, 04:34 PM
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cant wait looks great!
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