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Ripper WIP

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  • replied
    I like the idea of tapping and unleashing a circle of disks (not a sphere).
    Even better if you could change the angle of the circle somehow.

    Maybe it needs some skill (like the SR combo) to pull off?

    What if the Detonation occured after, lets say, 2 bounces? (no need for tapping)
    That way you would have to think fast to time the detonation in a group of players.

    Leave a comment:


  • replied
    Originally posted by Wowbagger View Post
    I would really love to see the Ripper back in UT.
    I also agree that the secondary fire was very bland.

    I have two suggestions for the Rippers secondary fire.

    The Bolito
    If you have seen Ridley Scotts The Counselor you know what im talking about (be careful when googling it though since its pretty gruesome)

    Performing a closeup (were talking melee distance here) secondary fire to the head slips this line over the enemys head, in a loop, and turn the motor on. There’s no way of shutting it down once it’s started, and the wire just cuts through your neck.

    To make this more fun (yea i know :-)) there could be achievements like "Player X killed nn players before he lost his head"

    As a twist one could also let the device unlock if the victim manages to kill his "killer" before he dies (or a set amount of kills)
    This could start some really crazy mayhem in DM.



    The timed burst
    Secondary fire "ejects the whole mag" attaching it to the surface(wall, floor, roof etc) you aim at.
    At a set time (like 2s?) it bursts all the discs in the direction it faces.

    If you find a 45degree surface in a corridor it bursts in a zigzag pattern through the corridor.

    Good for surprising people hunting you in CTF and some mind games in 1vs1 maybe.

    Im not sure about the time but thats easy to test using blueprints maybe?

    Hey, I like your ideas.
    I remember back in the day thinking that it would be cool to have the Ripper act as a melee weapon as well. The viability of this kind of depends on what the weapon model ends up looking like, but it might be cool to have an option to do a trace while firing the Ripper (or maybe make it activated by Primary + Secondary?) to do a melee attack with the weapon. That's something I'll try to think about implementing.

    Your secondary fire idea is one I've been considering too (assuming I'm reading it right!). Loading up on blades and then unleashing them one after another in a burst. I'm not totally sold on it though because I feel like it's not bringing a whole lot new to the table. Very reminiscent of Flak Primary / Rocket Launcher secondary depending on how it's implemented.

    Edit:
    My current idea to make the alt-fire a little bit more interesting is to make it such that you can detonate the secondary-fire disk in mid-air by tapping primary while secondary is depressed. This could unleash a spray of shrapnel in a circle. Will have to see how well this feels when implemented, as the inputs might be a little obtuse.
    Last edited by Wail; 07-05-2014, 04:54 AM.

    Leave a comment:


  • replied
    Ripper Secondary Fire

    I would really love to see the Ripper back in UT.
    I also agree that the secondary fire was very bland.

    I have two suggestions for the Rippers secondary fire.

    The Bolito
    If you have seen Ridley Scotts The Counselor you know what im talking about (be careful when googling it though since its pretty gruesome)

    Performing a closeup (were talking melee distance here) secondary fire to the head slips this line over the enemys head, in a loop, and turn the motor on. There’s no way of shutting it down once it’s started, and the wire just cuts through your neck.

    To make this more fun (yea i know :-)) there could be achievements like "Player X killed nn players before he lost his head"

    As a twist one could also let the device unlock if the victim manages to kill his "killer" before he dies (or a set amount of kills)
    This could start some really crazy mayhem in DM.



    The timed burst
    Secondary fire "ejects the whole mag" attaching it to the surface(wall, floor, roof etc) you aim at.
    At a set time (like 2s?) it bursts all the discs in the direction it faces.

    If you find a 45degree surface in a corridor it bursts in a zigzag pattern through the corridor.

    Good for surprising people hunting you in CTF and some mind games in 1vs1 maybe.

    Im not sure about the time but thats easy to test using blueprints maybe?

    Leave a comment:


  • replied
    Originally posted by Karton View Post
    Glad to see that we are both invested on the ripper !
    I was beginning the source code when I saw your post.

    Apparently you've made it mostly with blueprints.
    I'll keep your setup, but work on a native C++ implementation if you are ok.


    PS : That said, it's still dangerous to work without coordination.
    If two person were providing implementations for the ripper, functionally similar but very different in their inner workings, wouldn't it be a lack of efficiency ?
    As far as I know the way I have this set up is more in line with best practices in UE4. You can determine this by looking at how other weapons in the current UT codebase are set up. In prior working versions I was putting more into the C++ but doing so reduces flexibility when it comes to playtesting your prototypes.

    Leave a comment:


  • replied
    Glad to see that we are both invested on the ripper !
    I was beginning the source code when I saw your post.

    Apparently you've made it mostly with blueprints.
    I'll keep your setup, but work on a native C++ implementation if you are ok.


    PS : That said, it's still dangerous to work without coordination.
    If two person were providing implementations for the ripper, functionally similar but very different in their inner workings, wouldn't it be a lack of efficiency ?

    Leave a comment:


  • started a topic [PROTOTYPE] Ripper WIP

    Ripper WIP



    >>>DOWNLOAD HERE (Ripper v10)<<<
    (Download Link last updated: Dec 17 2015.)


    Map Authors looking to utilize the Ripper:
     
    Spoiler

    VIDEO UPDATED OCT 18 2015

    VIDEO UPDATED MARCH 16 2015
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    Features of this Ripper:

    Primary Fire: Rapid fire of bouncing razor discs. Discs can decapitate players. Numerous configuration options for handling balancing of bouncing behaviors.
    Primary Fire (Melee Range): Fast slash / saw attack. Higher damage than a standard primary blade. Can also decapitate opponents with a headshot.
    Alternate Fire: Explosive-charged discs.
    Alternate Fire + Primary Fire: Enable guidance laser. Explosive-charged discs guide to the laser.

    Discussion:
    I am really happy with how the mix of features here plays out, but I'm still open to additional ideas on the alternate fire. I think for the most part this mix of features gives us a well rounded weapon that's rewarding to use and has some unique features (control space effectively with the primary, projectile-based headshots, guided fire projectiles on the secondary). I'm still open to new ideas on the secondary fire but I really do enjoy how this weapon brings both the Unreal Razorjack and the Unreal Tournament Ripper together into a cohesive whole.

    That said, if you think you have a killer idea for the altfire feel free to suggest it and I might try it out.

     
    Spoiler

    Installation & Playing Instructions

    There are two ways that the Ripper can be played with.
    • Download and play the Weapons Testing Arena that I have created (Direct download to map). The Weapons Testing arena is a version of DM-ASDF that features some of my custom weapons. Simply load up the map and play. On this map, the BioRifle is replaced with the Ripper.
    • Utilize the built-in "Weapon Replacement" mutator to replace another weapon of your choice with the Ripper.


    As always please let me know if you have difficulties getting this working, find bugs, or just want to give feedback on the weapon.
    Attached Files
    Last edited by Wail; 12-17-2015, 04:18 PM.
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