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UT3 Bombing Run

Добавил: The DSystem
2008-04-03 22:04:00
15 views
nevertheless. Also what I\'m starting to notice manifesting more in this version than the previous releases, is that the gameplay dynamic evolves somewhat over UT2003, which was a rather simplistic affair by most accounts. Now there\'s more of a pressured, \'survivor\' feel to the game, which is a welcome change as far as I\'m concerned. There\'s generally nothing that\'s very new, so the previous review for the most part still stands. The mod is now far more streamlined than it was in prior releases, however, so upgrading is recommended. ~ Kouen [b]Required Files:[/b] [file=\"86958\"]UT3 Version 1.2 Patch[/file] [quote]MAPPERS: ONE VERY IMPORTANT NOTE: DO NOT publish your bombing run maps. Doing so cooks the bombingrun.u file into the map, making future upgrades to the mod impossible. After building your maps, simply copy them to the published folder. We cannot express this precaution enough, and it must be followed. After building your map, you may notice that the ballgoals have dropped from their original positions. This is due to the editor\'s tendancy to snap navpoint objects to the floor. To fix this, use the NavigationCylinderComponent property of the new bombingrun actors.[/quote] [quote] Mapping for bombing run in UT3 is a bit different than you may have experienced in previous versions of the Unreal series. The mod only relies on 3 actors: the ball pickup actor, and the red/blue team goal collision detection discs. By default, when placing a goal disc, no actual goal mesh is added - only the collision detection. You will see the disc in the editor but it will be invisible in the game. Mappers are free to use any mesh they wish for the actual goal mesh. The goal discs can be resized to fit what ever mesh you decide to use. Also, there is no longer any need for shootspots, as the bot AI is also modified by the mod. The bots will automatically know when it is more appropriate to shoot the ball, and will do so from any spot, making game play much more dynamic. To get started adding your bombing run actors, simply open your actor browser. Click on File/Open and locate the BombingRun.u file in your Program Files\\Unreal Tournament 3\\UTGame\\CookedPC folder. The actors will be in the navigationpoint / objectives class.[/quote]
Somewhat of an upgrade over the prior version, we\'ve mostly got bugfixes here as opposed to new stuff, but several of the bugs were in all fairness game-breaking, so \'tis a good upgrade
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