Controled Death - Scripts / Modifications NBSpecials modifications Tutorials
In the moment just two short
Tutorials are available. Introduction
This package includes a lot of
special scripts for the original Unreal™ engine. The single scripts / mods
will be listed below ordered by category. Brush.Mover
ControlRotatingMover The original NBSpecials-Documentation:
NBSpecials.U Additional Actor-Classes for Unreal™ version 2.24 Documentation was last updated 28th of march
‘99 Author: N.Bogenrieder (Beppo) E-Mail: nb_beppo@gmx.net Included actors: Brush
Decoration
Effects
Inventory
Keypoint
Projectile
All default settings (screenshots) at the end of this document ! ControlRotatingMover: Define movers that can be controled by a player. For those ‘not editing experts’: select a mover class in the classes window and then transform your brush into a mover to make a non standard mover. These movers work also with so called slaves (bSlave = True).
This cannon includes multiple parameters. It can be used as a full automatic cannon, for example.
All entered values will be set in the used projectiles. It only works with projectiles that do not ignore these settings.
This cannon can be controled by a player or even pawns. Simply put a trigger in the near distance that activates the cannon. This cannon has the same functionality like the cannon known from Half-Life™.
After an amount of time all valid targets in the target zones will get bombed. The AirStrikePoints mark the target zones. Activated by trigger<-event. If the AirStrike is ‘turned on’ all valid targets within the target zones switch into the ‘BehindView’ to show them ‘Hey I’m in a target zone!’. Every valid target that enters a target zone while the AirStrike is within states ‘a_’ to ‘d_’ will switch into the BehindView mode and – of course – becomes a valid target! After the AlarmTime (state ‘a_’) has ended all valid targets that enter or are inside a target zone will stop moving... he he he got ya! J In addition the ‘outside’ camera starts rotating around the poor fellow.
A useable throwing knife. If used a BowyKnife is thrown in the players view direction. Cause in DM games all weapons, pickups aso. will respawn after some time the thrown BowyKnife will be destroyed if falling to the ground. Otherwise you have dozens of BowyKnifes within some seconds... L SpecialMine:Just a mine with some parameters.
Just the floating version of the SpecialMine. A blue texture is used to ‘hide’ them underwater. SpecialPickUpMine:A useable minepack of the explained SpecialMine. If activated a mine will be thrown in front of the player.
Just a base class for throwable items. Very simple to add some own subclasses. Just for info: the ‘throwing’ sound differs from the used player model (male,female,skaarj).
Subclass of ThrowIt which throws some grenades. NoWeaponNoFire:Defines a weapon with no firing and no 3D mesh at all. Used to replace the active weapon in a defined way. Used in SpecialControlCannon, ControlRotatingMover... AirStrikePoint:These points specify the target zones of an AirStrike effect. AirStrike and AirStrikePoints are combined by using the same tag name. If no valid target is inside the specified area the ‘bombing’ starts at this location. See the zAxisCorrection parameter for more details.
An arrow that get stuck in its victim. The damage depends on the flown distance. The arrow moves and rotates with its victim. Wanna get spiked ??! Cool effect if hit right into your face... you see a knife from a really ‘own’ point of view... J So, ‘Klingon Honour Guard’ has just one little thingy that was worth to add to the standard Unreal engine (just the damage variant). BowyKnife (Projectile):Subclass of SpecialArrow. Instead of an arrow a rotating knife is spawned. If the BowyKnife hits the ground it transforms into a SpecialBowyKnife and can be picked up (only in single player modes... as said before, DM modes respawn pickups after some time, and so you have dozens of knifes after some time lying around. So every BowyKnife that hits the ground will be destroyed in DM modes).
Copyright © 1999 by Beppo (N.Bogenrieder) All rights reserved. E-Mail: nb_beppo@gmx.net |