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Devil Master
01-25-2002, 07:02 AM
1) Where can I find a good Duke Nukem skin for Unreal? I had one but I lost it images/icons/frown.gif

2) How can I create a new monster class based on an existing one, but with different skin and behaviour? For example, how could I create a new monster based on the LesserBrute, which throws bombs instead of rockets, which uses a skin I put in a texture pak I made, and does NOT interfere with the existing LesserBrute?

3) After I made a mesh with MeskMaker, how can I make it explodable?
I made a mesh representing a computer screen, and to make it explodable I copied and pasted to it the script of the SludgeBarrel object, then I recompiled all the scripts. The screen mesh still won't explode when hit. What am I doing wrong?

NutWrench
01-25-2002, 08:44 AM
1) Here's one I found right away: ftp://ftp.gamesdomain.com/pub/multiplayer/utskinHailToTheKingBaby.zip
I haven't tried it yet.

2) Left-click on the Lesser-Brute then right-click and you'll see the option 'Create new class below Lesserbrute' Pick this option. This new class will inherit all the qualities of the class above it (Lesser Brute) but it will be safe to edit it. You can make some changes to the brutes behavior by modifying the AI settings in the property sheet. If you double-click on your new class, you can see and edit the script that controls the brute. Much of the basic behavior is compiled rather than scripted, so you won't be able to access beyond what you can get at in the property sheet and the script window (unless you have access to the source code. images/icons/grin.gif )

(The Unreal4Ever mod adds several 'new' enemies, but I suspect from the way they move and act that the new enemies were subclassed under existing deathmatch bots.)

You can also change what he fires in the property sheet under 'Combat-->Rangedprojectile' Choose a projectile type from the 'Root-->Projectile' class. Left-click on it, then go back to the brutes property sheet and paste the new class in the 'Combat-->Rangedprojectile' entry.

3) No idea. I'm still fiddling with static models. images/icons/smile.gif

[ 01-25-2002, 08:56 AM: Message edited by: NutWrench ]

Devil Master
01-25-2002, 01:36 PM
Thank you, but how can I do if I want to distribute my "new monsters"? What files should I distribute?

NutWrench
01-25-2002, 03:06 PM
When you create a new script class, the package name automatically defaults to MyLevel, so the script would get incorporated directly into the map file. Don't forget to hit F7 to compile your changes (and to make sure the compiler doesn't complain about any of your changes). And save the map before you run it.

If you change the monsters attributes through the Property sheet, that gets saved with the map automatically, too.

P.S. The Duke Nukem UT skin (mentioned above) is pretty neat!

[ 01-25-2002, 03:10 PM: Message edited by: NutWrench ]

Devil Master
01-26-2002, 02:24 AM
So I should make the changes again for every map I make... right?
And what about making the new enemy use a new skin?

[ 01-26-2002, 04:36 AM: Message edited by: Devil Master ]

NutWrench
01-26-2002, 06:45 AM
Yes, you can choose your own package name (other than the ones listed by the editor. Make sure you don't use one of the listed, existing packages or it will get overwritten.)

Save your custom class by left-clicking on it and clicking the 'Save' button. Use a unique package name like SpecialStuff or something. From now on, when you load this map in the editor or run the game, this map will require the external package SpecialStuff.u (which goes in the Unreal/System directory).

Later, when you start making a new map, you'll need to load this custom package into the Classes browser before you can use it. Go to the Classes browser and load the package SpecialStuff and your custom class will appear. (I think it's just easier to copy the script from one map and paste it into another map under MyLevel, myself.)

(Using an external package is also a good idea if you are distributing several maps that share the same custom sounds or graphics. Instead of compiling 100-200k of custom art into several seperate maps, you can have all the maps share the same external texture file.)

I haven't done any skinning or modeling, beyond importing a few meshes. There are several modeling tutorials in the UnrealEd Reference Collection (http://dl.fileplanet.com/dl/dl.asp?planetunreal/osx/UnrealedReference1.2.zip) (This is a single Windows Help file, full of tutorials including pictures and it contains neary every scrap of information ever released about the game. It's a big download at 13 megs, but it's the last reference you'll ever need. images/icons/smile.gif )

[ 01-26-2002, 07:16 AM: Message edited by: NutWrench ]