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    [PROTOTYPE] Weapon Moves mutator

    Update:

    The Weapon Moves mutator gives you a movement ability based on your current weapon:
    • Enforcer: Wall jump by pressing the powerup key while facing a wall close up.
    • Bio Rifle: Sliding is faster but can only be done with the Bio Rifle.
    • Shock Rifle: There is no limit to how far you can wall run but it can only be done with the Shock Rifle.
    • Link Gun: Sprint by holding down the powerup key and running forwards.
    • Flak Cannon: Air dodge by pressing the powerup key.
    • Rocket Launcher: Fly upwards like with a jetpack by holding the powerup key.
    • Sniper Rifle: Deploy a translocator disc by pressing the powerup key. Teleport to the disc by pressing the powerup key again
    It also changes how some of the weapons work:
    • Enforcer secondary shoots two wires, if you hit the same target with both wires it electrocutes the target.
    • Link Gun primary doesn't overheat, instead it starts out with low damage and gains a brief damage buff each time you hit a target like secondary fire does. So you have to actually aim and hit consistently to deal a good amount of damage.
    • Minigun secondary shoots a grappling hook, if it hits a wall it pulls you towards the hook until you release secondary fire.
    • Rocket Launcher automatically readies up to 3 projectiles that can then be fired rapidly. Secondary fire shoots grenade launcher grenades.
    The weapon modifications that aren't related to movement are only there temporarily to test some ideas while I'm at it messing with the weapons anyway.

    Current status:
    • Gameplay: All of the features listed above should work.
    • Balance: It will still take a lot of adjustments to make it fun and balanced even by crazy mutator standards.
    • Animations, Effects & Sounds: There are a couple placeholder effects but most of this stuff is missing so it can be hard to tell what's going on.
    • Bots: Haven't done anything with them yet so they probably just play as if it was the normal game.
    To test it download WeaponMoves.zip and extract it to Documents\UnrealTournament, then start a custom match with the Weapon Moves mutator enabled.

    Original post:

    Here's a mutator that gives you a movement buff depending on your current weapon:
    • Enforcer: Boosts wall dodge.
    • Bio Rifle: Boosts slide.
    • Shock Rifle: Extends wall run.
    • Link Gun: Boosts dodge.
    • Minigun: Pulls you towards secondary fire's impact location until you switch weapon.
    • Flak Cannon: Enables double jump.
    • Rocket Launcher: Enables small multijumps that you can spam rapidly to fly.
    • Sniper Rifle: Pressing crouch while looking at the floor drops a translocator disc. If you have already dropped one it teleports you to the disc instead.

    The next step is to use a "Mutate"/"Weapon Move"-key to activate your current weapon's movement ability so the mutator can leave the normal movement abilities unchanged. I don't know of any good way for custom content to use keyboard input though. There is no mutate key in the ingame settings. Also, it seems the only input events Blueprints can use without hardcoding a specific key are the 2 action mappings for emote speed and 4 axis mappings for looking around that are listed in the editor's project settings.

    After that it would be fun to at least try to move a tiny bit closer towards making the mutate key do something along these lines with each weapon:​​​​​​

    Enforcer: wall jump.
    Your character jams a forcefield spike that projects out the bottom of the Enforcer's grip into a wall, then pulls themselves up while also pushing off with the legs to do a wall jump.

    Bio Rifle: slide.
    Your character splashes goo on the ground and slides on it with minimal speed loss while leaving a green streak behind.

    Shock Rifle: wall run.
    Your character activates the shock rifle's gravity generator to stick to a wall and can then run along it indefinitely.

    Link Gun: charge.
    Being based on spacecraft engine technology the link gun can also be used to propel yourself forwards very quickly while leaving a plasma trail in your wake.

    Minigun: grappling hook.
    Pressing down secondary fire launches a tarydium shard attached to a wire and releasing the button lets go of the wire. So while holding down secondary fire you can swing on the wire and use the mutate key to reel in.

    Flak Cannon: air dodge.
    Your character points the flak cannon in the opposite of your movement keys' direction and vents the pressure that would normally fire the flak. The recoil pushes you just as dodging does except it also works mid dodge and in air.

    Rocket Launcher: fly like a jetpack.
    Your character points the rocket launcher downwards and uses the muzzles as rocket engines.

    Sniper Rifle: translocator camera.
    Your character deploys the scope on a wall or floor as a remote camera. After that secondary fire looks through the camera instead of zooming and the mutate key teleports you back to the camera.
    Last edited by MegaLokey; 06-18-2017, 04:11 PM.

    #2
    Originally posted by Masur View Post
    The next step is to use a "Mutate"/"Weapon Move"-key to activate your current weapon's movement ability so the mutator can leave the normal movement abilities unchanged. I don't know of any good way for custom content to use keyboard input though. There is no mutate key in the ingame settings. Also, it seems the only input events Blueprints can use without hardcoding a specific key are the 2 action mappings for emote speed and 4 axis mappings for looking around that are listed in the editor's project settings.
    Not sure if this help, but there's a UTPlayerController nodes called WasInputKeyJustPressed and ResolveKeybindTo... - which allows you to track commands listed in game's input config (so you could check button press assigned for "Fire" or "Jump" for ex)
    - got sig? -

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      #3
      Originally posted by exo7341 View Post

      Not sure if this help, but there's a UTPlayerController nodes called WasInputKeyJustPressed and ResolveKeybindTo... - which allows you to track commands listed in game's input config (so you could check button press assigned for "Fire" or "Jump" for ex)
      Thank you, those nodes work with the command names listed in UTProfileSettings.cpp so that's the first major roadblock solved.

      Comment


        #4
        Originally posted by Masur View Post
        The Weapon Moves mutator gives you a movement ability based on your current weapon that's activated with the translocator/powerup-key:
        • Enforcer: Wall jump by pressing the powerup key while facing a wall close up.
        • Bio Rifle: Slide is boosted while the powerup key is held down.
        • Shock Rifle: Wall run length is unlimited while the powerup key is held down.
        • Link Gun: Run speed is boosted while the powerup key is held down.
        • Minigun: Secondary fire shoots a grappling hook. Releasing secondary fire lets go of the grappling hook. The powerup key reels you in closer to the hook.
        • Flak Cannon: Press the powerup key to air dodge.
        • Rocket Launcher: Holding the powerup key functions like a jetpack.
        • Sniper Rifle: Pressing the powerup key deploys a translocator disc. Pressing it again teleports you to the disc.
        With this updated version the normal movement remains consistent regardless of which weapon you're using. It's still a rough early prototype but I think it's at least a better proof of concept than the original version was.

        Comment


          #5
          Originally posted by Masur View Post
          The Weapon Moves mutator gives you a movement ability based on your current weapon:
          • Enforcer: Wall jump by pressing the powerup key while facing a wall close up.
          • Bio Rifle: Sliding is faster but can only be done with the Bio Rifle.
          • Shock Rifle: There is no limit to how far you can wall run but it can only be done with the Shock Rifle.
          • Link Gun: Sprint by holding down the powerup key and running forwards.
          • Flak Cannon: Air dodge by pressing the powerup key.
          • Rocket Launcher: Fly upwards like with a jetpack by holding the powerup key.
          • Sniper Rifle: Deploy a translocator disc by pressing the powerup key. Teleport to the disc by pressing the powerup key again
          It also changes how some of the weapons work:
          • Enforcer secondary shoots two wires, if you hit the same target with both wires it electrocutes the target.
          • Link Gun primary doesn't overheat, instead it starts out with low damage and gains a brief damage buff each time you hit a target like secondary fire does. So you have to actually aim and hit consistently to deal a good amount of damage.
          • Minigun secondary shoots a grappling hook, if it hits a wall it pulls you towards the hook until you release secondary fire.
          • Rocket Launcher automatically readies up to 3 projectiles that can then be fired rapidly. Secondary fire shoots grenade launcher grenades.
          The weapon modifications that aren't related to movement are only there temporarily to test some ideas while I'm at it messing with the weapons anyway.

          Current status:
          • Gameplay: All of the features listed above should work.
          • Balance: It will still take a lot of adjustments to make it fun and balanced even by crazy mutator standards.
          • Animations, Effects & Sounds: There are a couple placeholder effects but most of this stuff is missing so it can be hard to tell what's going on.
          • Bots: Haven't done anything with them yet so they probably just play as if it was the normal game.
          Here's another update.

          At the moment it stops you after you start a slide without using the Bio Rifle which is a bit weird and clunky, if anyone knows of a way to prevent players from sliding in the first place that would solve this problem. I'd also like to increase how far you can floor slide but UTCharacterMovement's FloorSlideDuration is BlueprintReadOnly so it seems a speed increase will have to do.

          Comment


            #6
            Originally posted by Masur View Post
            I'd also like to increase how far you can floor slide but UTCharacterMovement's FloorSlideDuration is BlueprintReadOnly so it seems a speed increase will have to do.
            This is my pure speculation, but it feels to me FloorSlideDuration is more like indicator variable that just tells you Character's actual sliding time (for the latest slide move). I could be wrong here tho...
            - got sig? -

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