Open HellDragon-HK opened 6 years ago
Not sure if anything can be done about the tires. Perhaps more experimentation is needed though. Turret collision, attaching properly and projectiles are all missing features. The headlights you could try to put up yourself. More lights for another team doesn't sound reasonable, nor too easily implemented. I have never seen the Leviatan crush other vehicles, maybe because it's rare and hilariously slow. The health is in the source code of the mod and UT3: http://greatemerald.xmpcommunity.com/uncodex/UT3-15/Source_utgame/utvehicle_leviathan.html#1222 It's correct, though there seems to be some interaction with turret health too.
The team lights don't emit any kind of noticeable light, they are just glowing shapes for the most part, that really can't be implemented? If not that's going to hurt the Nightshade and Viper's appearance a lot.
Hmm to me it felt the Levi wasn't any slower than the Goliath or Paladin and yes it does most certainly crush vehicles, an enemy Scorpion (from it's spawn point) is instantly destroyed and so was the Goliath sitting next to it.
I used a youtube video to check the health and 6500 (which is what it has in UT2004) appears correct.
No, I meant the corona lights, usually both teams have the same number of them. Texture-based lights, if they are always on, can be implemented fine. (If they get turned off at some points, it's more annoying because you need to replace textures all the time, though it's also technically doable.)
Interesting, I've never seen it crush vehicles, but like I said it's rare in UT3 and other vehicles are usually taken by the time you roll to them.
In Serenity it will roll over everything on it's way to the core you should give it a shot and see for yourself
Edit-The front wheels do but I'm not sure about the back wheels and am trying that right now Edit2 - Yep they do, killed both the Scorpion and Goliath at the same time with each wheel Edit3 - I think one reason you don't know about it is because the Levi is only in 3 maps or so, Serenity, Onyx Coast, and Confrontation and with Onyx Coast there are few vehicles it feels like so you don't get a lot of opportunity Edit4 - For future reference I can also confirm the middle wheels do not crush vehicles nor does the front wheel crush a vehicle that is behind it (only works in front)....curious if the Levi can crush a Darkwalker now but I don't think I've got a map to test it with unless there is a Walker on Onyx Coast Edit5 - Darkwalker crushed but it took 2 hits to do it and it was sitting on the ground, don't think I'll ever get an opportunity for a standing Darkwalker test.....please tell me this can be replicated in UT2004 it makes the Levi truly something to fear EdiT6 - Holy ^%#@ I crushed a Manta and the Levi completely flipped upside down on UT3 now that's a glitch and a half Edit7 - Just for Curiosity's sake I wanted to see if it could crush a node or power core, well running over the node base does nothing and I couldn't get to top part of the node to try that, and it doesn't run over the power core because of the metal arms that surround the core if not for those though I'm not so sure it can't crush it and UT2004 cores don't have those arms so if you did get it to work I wonder if that would be an issue...yeah all the impact tests completely exhausted me so I'm going to have to bed for the night, good night guys
Looking at the Uncode page you have, I found 2 things that to me is what says it can crush vehicles (I'm not a coder so I can't really truly understand what I'm reading bear in mind)
The first is this UTGameContent.UTDmgType_LeviathanCollision and the second thing is this // if we hit a vehicle, and our velocity is in its general direction, crush it OtherVehicle = UTVehicle(OtherComponent.Owner); if (OtherVehicle != None) { CollisionVelocity = Mesh.GetRootBodyInstance().PreviousVelocity; Angle = Normal(CollisionVelocity) dot Normal(OtherVehicle.Location - Location); if (Angle > 0.0) { if (Controller != None) { InstigatorController = Controller; } else if (Instigator != None) { InstigatorController = Instigator.Controller; }
OtherVehicle.TakeDamage(VSize(CollisionVelocity) * Angle, InstigatorController, RigidCollisionData.ContactInfos[0].ContactPosition, CollisionVelocity * Mass, class'UTDmgType_VehicleCollision',, self);
}
}
Super.RigidBodyCollision(HitComponent, OtherComponent, RigidCollisionData, ContactIndex);
}
state Deployed
There probably isn't much point in impact testing with the Levi on UT3 but I'm going to do it anyway just for fun (then again it might be useful to find out if running over a Manta always causes the Levi to flip because it exploded under it which if so then maybe the devs meant to use Manta's like landmines or something against the Levi if so that's ingenious)
@HellDragon-HK I'm not sure if you still need it, but this map guide will let you see what and where you can find on every map. XSRepSetMutMSUC4 mutator can let you replace vehicles in UT3.
I'm on PS3 for UT3 testing so I can't really use mutators unless it's been made for PS3 At the moment I can't find a map that has both a Scavenger and Raptor to impact test
Torlan Necris
I checked that and all I had were Vipers and Darkwalkers but I'll give it another look thanks
Raptor is in the red base and scavengers are by the prime nodes (you need to be on the blue team) check the guide I linked you
Sorry at the time I was trying to knock a Nemesis around with the Raptor, still got the Darkwalker to try that with and then I can go check Torlan Edit- All I've got at Blue Prime is a single viper, I'm guessing the Scavenger is supposed to replace the Scorpion but I've got nothing .....I remember Scavengers being on this map as well, maybe it's only in Campaign?
let me check edit: the scavenger is available right away from the start by the blue prime and there are 2 in the mid node, but yeah maybe ps3 is different
I gave up on it, I took every node and all I had were Vipers and Darkwalkers....could be a PS3 limitation or only in Campaign if you can I'd appreciate the help filling in the blanks
Edit- Preparing to start testing the Cicada, it's a vehicle I didn't get to use very often in UT3 (or in UT2004 come to think of it) so off the top of your head any map you can remember that has 2 Cicadas? Also I can't recall any map that has a Cicada and a Leviathan
coldharbor
Ah right I remember that now, thanks...assuming PS3 isn't different that is
there's no map with leviathan and cicada edit: VCTF-Megastructure has raptor and scaveneger, I know there's ps3 ver but I don't know if it's the same
Why does z translation not do anything with the Leviathan, it's still floating and doesn't appear to be changed by any number whatsoever :S
Driver turret is too small, changing the scale to X = 1.7 Y = 1.55 Z = 1.5 looks about right, @Unre-Alex Hey Alex, if you're around want to see what you get for this one too?
Again, Z translation changes the centre of mass.
Levi is getting stuck very easily on Urban and not very useful, can anything be done about it, the stock Levi doesn't have those issues does it?
EDIT-Results for Leviathan bump testing
Leviathan Impact with Manta -------UT3 Results-------- --Front Hit - Fair knockback, easily pushed --Side Hit - Fair knockback, easily pushed --Back Hit - Fair knockback, easily pushed --Diagnol Hit - Fair knockback, easily pushed --Crush Enemy - Instantly destroyed on tap (Levi did not flip so guess it was a glitch) ------UT2004 Results------ --Front Hit - Fair knockback, easily pushed --Side Hit - Fair knockback, easily pushed --Back Hit - Fair knockback, easily pushed --Diagnol Hit - No knockback, can be turned but not pushed until turned to different angle
Leviathan Impact with Scorpion -------UT3 Results-------- --Front Hit - Fair knockback, cannot be pushed and Scorpion flips vertically upside down and then gets stuck under Leviathan --Side Hit - No knockback, cannot be pushed and gets rolled over --Back Hit - No knockback, pishing lifts back wheels off ground and once lifted can be pushed --Diagnol Hit - Same as front --Crush Enemy - Destroyed on tap ------UT2004 Results------ --Front Hit - No knockback, can be pushed --Side Hit - No knockback but is flipped and pushed --Back Hit - No knockback, can be pushed --Diagnol Hit - Same as front hit
Leviathan Impact with Hellbender -------UT3 Results-------- --Front Hit - Little to no knockback, cannot be pushed and gets vertically flipped and driven onver --Side Hit - Little to no knockback, cannot be pushed and gets rolled over......uh was stuck under the levi and trying to unstuck it made the Levi do somersaults halfway away from Mine Node on Serenity where it eventually stopped upside down.....wish I was recording that because wow what a show --Back Hit - Fair knockback, can be lifted and pushed otherwise cannot be --Diagnol Hit - Same as a side hit except the show which this time I bottomed out the Levi --Crush Enemey - Destroyed on tap ------UT2004 Results------ --Front Hit - Little knockback, can be pushed --Side Hit - Little knockback, flips at slightest tap --Back Hit - Fair knockback, can be pushed --Diagnol Hit - Similar to side hit
Leviathan Impact with Stealthbender -------UT3 Results-------- --Front Hit - Fair knockback, cannot be pushed and is vertically flipped --Side Hit - Little knockback, cannot be pushed and is flipped --Back Hit - Little knockback, can be pushed once lifted --Diagnol Hit - Similar to side hit --Crush Enemy - Destroyed on tap ------UT2004 Results------ --Front Hit - No knockback and is flipped vertically --Side Hit - No knockback and is flipped --Back Hit - No knockback and is flipped vertically --Diagnol Hit - No knockback and is flipped
Leviathan Impact with Raptor -------UT3 Results-------- --Front Hit - Fair knockback, easily pushed --Side Hit - Fair knockback, easily pushed --Back Hit - Fair knockback, easily pushed --Diagnol Hit - Fair knockback, easily pushed --Crush Enemy - Destroyed on tap ------UT2004 Results------ --Front Hit - Fair knockback, easily pushed --Side Hit - Fair knockback, on ice pushed --Back Hit - Fair knockback, easily pushed --Diagnol Hit - No knockback it seemed, easily pushed
Leviathan Impact with Cicada -------UT3 Results-------- --Front Hit - unable to find map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - Fair knockback, easily pushed --Side Hit - Little knockback, easily pushed --Back Hit - Fair knockback, easily pushed --Diagnol Hit - No knockback it seemed, easily pushed
Leviathan Impact with Hellfire SPMA -------UT3 Results-------- --Front Hit - Unable to find map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - Fair knockback, easily pushed --Side Hit - Little to fair knockback, can be pushed --Back Hit - Little knockback and --Diagnol Hit - No knockback and gets turned sideways and flipped
Leviathan Impact with Paladin -------UT3 Results-------- --Front Hit - Unable to find a map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - Little to no knockback, can be slowly pushed --Side Hit - Unknown as it flips at tap --Back Hit - Same as side hit --Diagnol Hit - Little knockback and kind of flips at tap
Leviathan Impact with Goliath -------UT3 Results-------- --Front Hit - No knockback, can be flipped and drove over but not pushed --Side Hit - No knockback, was flipped and destroyed and not pushed --Back Hit - Same as front --Diagnol Hit - Similar to side hit --Crush Enemy - Destroyed on tap ------UT2004 Results------ --Front Hit - Little knockback, can be pushed --Side Hit - No knockback, can be pushed --Back Hit - Little knockback, can be pushed --Diagnol Hit - Similar to side hit
Leviathan Impact with Leviathan -------UT3 Results-------- --Front Hit - Unable to find map that has both as it seems only 1 Leviathan is allowed on the field at a time --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - Little knockback, can be pushed --Side Hit - Little knockback, cannot be pushed --Back Hit - Little knockback, can be pushed --Diagnol Hit - Little to no knockback, cannot be pushed (might be it was stuck on the nearby turret though) --EXTRA NOTE: No impact sound noticed in UT2004
Leviathan Impact with Viper -------UT3 Results-------- --Front Hit - Fair knockback, can be pushed --Side Hit - No knockback and acted like speed bump in both cases --Back Hit - Little knockback, can be pushed --Diagnol Hit - Fair knockback, can be pushed --Crush Enemy - Destroyed on tap EXTRA NOTE: Only place I was able to test this was Onyx Coast near the Levi spawn which is a bit uphill so that probably interfered, vehicles de-spawn too quickly (especially the Levi) to try anywhere else ------UT2004 Results------ --Front Hit - Fair knockback, on ice like pushed --Side Hit - Fair knockback, easily pushed --Back Hit - Fair knockback, on ice like pushed --Diagnol Hit - Fair knockback, on ice like pushed
Leviathan Impact with Scavenger -------UT3 Results-------- --Front Hit - Unable to find map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - pending --Side Hit - --Back Hit - --Diagnol Hit -
Leviathan Impact with Nightshade -------UT3 Results-------- --Front Hit - Unable to find map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - Fair knockback, on ice push --Side Hit - Fair knockback, on ice push --Back Hit - Fair knockback, on ice push --Diagnol Hit - No knockback and gets turned then pushed
Leviathan Impact with Fury -------UT3 Results-------- --Front Hit - Fair knockback, can be pushed --Side Hit - Fair knockback, can be pushed --Back Hit - Fair knockback, can be pushed --Diagnol Hit - Fair knockback, can be pushed --Crush Enemy - Destroyed on tap ------UT2004 Results------ --Front Hit - unable to test due to Fury spontaneous explosion on exit --Side Hit - --Back Hit - --Diagnol Hit -
Leviathan Impact with Nemesis -------UT3 Results-------- --Front Hit - Unable to find map that has both --Side Hit - --Back Hit - --Diagnol Hit - --Crush Enemy - ------UT2004 Results------ --Front Hit - pending --Side Hit - --Back Hit - --Diagnol Hit -
Leviathan Impact with Darkwalker -------UT3 Results-------- --Front Hit - No knockback, cannot be pushed --Side Hit - No knockback, cannot be pushed --Back Hit - No knockback, cannot be pushed --Diagnol Hit - No knockback, cannot be pushed --Crush Enemy - Sometimes take 1 but usually seems to take 2 hits before being destroyed ------UT2004 Results------ --Front Hit - pending --Side Hit - --Back Hit - --Diagnol Hit -
it's wider, Y 1.7
Alright thanks Alex, I came close at least this time right? Now if only we could figure out how to put it in code instead.
@GreatEmerald @100GPing100 A little too complicated for me this time guys The Levi driver turret needs... KDamageImpulse=1000 VehicleMomentumScaling=1.5 VehicleDamageScaling=0.5
MASRocketProjectile extends Rocket Launcher which is not a vehicle weapon though so not sure how to work with that
Levi ShockBall relies on UT3Weapons still ComboSound=Sound'UT3Weapons.ShockRifle.ShockCombo' AmbientSound=Sound'UT3Weapons.ShockRifle.ShockRifleAltAmb' ImpactSound=Sound'UT3Weapons.ShockRifle.ShockBallImpact'
Stinger Turret relies on it & so does Rocket Turret FireSoundClass = Sound'UT3Weapons2.Stinger.StingerPrimaryAmb' FireSoundClass = Sound'UT3Weapons2.RocketLauncher.RocketLauncherFire'
Sound missing in UAX BlowSection2 (might be Turret explode?)
Anyone have any objections to changing the Stinger Turret visual to lightning gun, it actually looks closer to what we see in UT3 I think, just make the bolts more of a purple blue instead of white blue and you'll have it
I'd also like to deviate from UT3's Smoke & On Fire timing as it's way too early with smoke starting 5846 and fire at 5178 (actually would be earlier it can't be hijacked so I had to switch teams and run to it so it may have already lost 100 pts or more before I got to it and it feels like it loses health from fire faster than other vehicles do), to me fire shouldn't start till at least around 3000
I also noticed it has smoke exhaust but not from the tail pipes, it's coming from the sides of the main cannon, even the damaged smoke looks off and kind of floating unlike all the other vehicles, it's almost as if they didn't finish adjusting everything and it was quick placeholders :S
@GreatEmerald @100GPing100 I think I might know what's going on with the floating Levi issue, it's collision in-game doesn't match it's animations, it's almost as if in-game the Levi itself is smaller than it is in the animation file as the collision is further out than the animation file shows, I'm going to play around with Drawscale and see what happens.
EDIT - I just noticed the back wheels aren't connected to the chassis right but they are the exact same in both editors so just like the Hellbender the chassis sits lower in-game and no animation seems to make them connect exactly as I'm seeing in-game with UT3, UT2004 I see exactly what I see in the editor minus the collision being off
EDIT - I give up for now, Drawscale, Prepivot, Translation, Collision nothing works
EDIT - Moving on...I've got an oddity with the Levi driver turret, I'm getting 50 damage on all vehicles in both games except in UT3 the Scorpion took 70 and the Hellbender took 71, this is also after already creating a dmgtype to include the scaling, anyone know why everything in UT2004 is taking 50?
EDIT - Using the normal damage timing the other vehicles have, the Levi starts smoking at 3246 and catches fire around 1942 which is much more reasonable in my opinion
@Unre-Alex The Shock Turret damage is completely off, I'm getting 11 on everything in UT2004 and in UT3 30 to a Goliath, 31 to a Manta, 34 to a Scorpion, and 37 to a Hellbender....this is with the adding damage scaling in the UT3 code which usually isn't this badly off, what do you get Alex?
EDIT - Wait a minute, I didn't add the scaling it was already added by you guys
all get 11 in UT2004 and 30 in UT3
I've got it at 28 now so almost there, thanks Alex....I'm wondering if the way I been solving impulse issues is causing the damage to be off....we need to double check Manta and Raptor again EDIT - seems to be fine on the Manta still and forgot still haven't been able to fix Raptor damage...still need some help with figuring out why it's being ignored in the code GreatEmerald
@GreatEmerald If we're trying the UT3 Drawscales and we know the turrets are going to be an issue, would it be possible to have an alternate Levi that keeps the turrets where they are instead of using the extend animation and either having it check the map it's on to decide on it's own what to use from like a black list (if that's even possible) or have it as an extra mutator for use with smaller maps like Urban
Added the link for UT3 Drawscale ukx edit
On UT3Weapons{,2}: are those just .uax files? If so, there's no problem. There should be no reliance on UT3Weapons.u, but .uax is fine.
On particles (beams etc.): they should be ported from UT3 as well. It's not yet done but it should for the most part be possible to port it truly to the original too. No sense in modifying the placeholder particle emitters in the mean while.
On smoke and fire: we keep to UT3 values, and they are in fact listed right there in the code: http://greatemerald.xmpcommunity.com/uncodex/UT3-15/Source_utgamecontent/utvehicle_leviathan_content.html#475 0.8 and 0.9.
Like I mentioned, an extra mutator that applies per-map fixes would be fine, but not very high priority because it's literally a hack.
Being a sound yes I'm fairly sure they are uax so no need to pay attention to those then.
So you really do want it to be on fire with 80% health remaining, I still think that was a bug where they meant 10% and 20%, at the 90% and 80% you can't tell if an enemy Levi is actually truly damaged, it could be near full health and on fire which doesn't make sense to me.
You meant editing the maps themselves though, I meant like a MapEval type mod where it could be check marked by the user if it would use the alternate....which actually may not be needed after all there is more room in Urban than I though even with the full scaled main cannon it didn't go through the roof (although it probably can if you deploy in certain spots)
Collision updated, fixing the suspensions caused a lot of movement trouble to the point I had to really make the collision on it tight, the lowest ladder panel can clip now but it's unavoidable....something I would like to ask, there is a collision height line in the class, does that double the collision box, although it doesn't seem to from the ground perspective but is it making it higher?
Also I drove a fully loaded Levi into the Urban Power Core area and I guess depending on your driving skills is how bad the turrets will go through the wall, although for me I only noticed the Rocket Turret going partly through the wall coming in on the Paladin side, I don't think I can get the Levi in through the Goliath side but I can easily get it out from there.
@GreatEmerald In this video at around 29:47, is it normal for the Levi to make that kind of shot? (Happens with normal Power Cores too, so not the fact it's a tree) https://www.youtube.com/watch?v=Q6juQeJt9sU
Hm, that's true, they might have meant 10% and 20% for when the fire and smoke should start... Does the Leviathan go ablaze that easily in UT3, really? On the other hand, making it go ablaze easily is a way to make sure that it respawns faster if abandoned. What's your opinion on that, @Unre-Alex and @100GPing100?
And no, I meant adding a mutator that would do map-specific checks and adjust parameters if it detects a particular map.
I'm not sure how the collision affects it (I assume you mean CollisionHeight
?). It would be nice to know for reference.
Yes, I don't see an issue with that shot?..
Also, here too you should split issues relating to each turret type into their own issues.
Vehicles in UT3 respawn very very quickly if you walk away even just slightly and the Leviathan is worse than all of them in this regard, on trying to smack it with a Raptor just before I collided it respawned right in front of me for example.....plus it can't be hijacked at all
Yes it really does go ablaze at very early health in both PC & PS3
So a single shot too a 100% power core and killing it is normal then? Ok then, guess it's just new to me.
The Collision Height and Radius to me still feel like they do nothing and I still believe are overridden by the boxes.
EDIT - Pieced out into smaller issues, did I get everything?
@GreatEmerald While looking at the death messages for UT3 (now that I know where they are), I found this which is more proof and identifies the Levi's crush ability
[UTDmgType_LeviathanCollision]
DeathString="k's Leviathan barrelled through
o."
MaleSuicide="o had an accident." FemaleSuicide="
o had an accident."
Hm, I think it should take 3 shots to destroy a power core. You can of course test that in UT3. But I think the cores have 4500 HP by default, and the blast should deal about 250*6=1500 points of damage.
Anyway, that point is in fact about a weapon, and not the Leviathan vehicle class itself. You should split the main cannon points to its own issue as well. Otherwise this issue looks good, much more manageable now!
Hm, the collision messages could be for running over pedestrians, not necessarily vehicles. Not saying that it doesn't do it, mind you, I never tested it myself.
4500 in both games though?
Ok is this it for UT2004?
DamageCapacity=4500
If so uhh UT3
DamageCapacity=5000
I found something that specifically said if hitting another vehicle and if velocity in it's general direction crush it but I can't find it again for some reason....I found it a long time ago and posted it up above somewhere on a comment when I found it
@GreatEmerald Wait here it is I found it only when viewing source code http://greatemerald.xmpcommunity.com/uncodex/UT3-15/Source_utgame/utvehicle_leviathan.html#30 line 0938
Animation file was updated to scale up the driver turret, just like the Paladin the turret size is much larger than the vehicle's drawscale apparently....anybody know why because I haven't seen any turret specific drawscales in the UT3 code
I was talking about a UT3 Leviathan shooting at a UT2004 power core. Yes, power cores take more damage in UT3.
Interesting. Unfortunately the code for crushing pedestrians is implemented natively, so we can't reuse that hook. I guess it might be possible to simulate this effect with impact events like the Scorpion self-destruct does.
That would be very weird. The DrawScale of the turret should always match the DrawScale of the vehicle, because the way 100GPing100 ported it is simply by separating the turrets into their own meshes. Maybe you scaled up the vehicle mesh and didn't scale up the turrets by the same amount?
I was talking about the main cannon hitting a power core yes and taking it out with a single hit yes, still does currently.
That crush is for vehicles specifically though isn't it, normal roadkill I think still applies.....ah if death messages actually worked in my game it wouldn't be a problem to find out :(
We found this issue with the Paladin turret being made smaller by a 0.8 in the stock UT2004 code, probably a smaller scale in the stock Levi turret too, haven't had the chance to check that yet.
Yes, it is. Ideally the UT3 code would be reusable as-is, just would need to be put into the impact function.
Found what was causing the small turret, updated ukx to have 1.25 like it should and updated pull request to fix the issue which is in UT3LeviathanDriverWeapon.uc, change drawscale from 0.6 to 1.0
Issues and notes for the Leviathan from in-game testing
UT2004 Draw - 1.0? UT3 Draw - 1.25 UT3Port Draw - 1.0 / NA I don't think this one needs to change honestly
UT3 Drawscale Animation Update https://drive.google.com/open?id=1_2foPegkhCEcJ2hvyxMGEF7kD0fNqJSa
ANIMATION RELATED
GAME PLAY RELATED
SOUND RELATED
VISUAL EFFECTS RELATED