Hellbender Rear Turret
Opened this issue · 9 comments
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ANIMATION RELATED
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UT2004 Hellbender is missing animations on both turrets when getting in and out of the vehicle, in UT3 they kind of raise or wake up by the look of it as the Hellbender raises up
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Back Turret scale needs to be changed to somewhere around 1.20 or between 1.25
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Sitting position on the back turret seems off but that may not be fixable...well it's somewhat better now
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GAME PLAY RELATED
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Turret doesn't turn instantly but does turn faster in UT3
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While only person in UT2004 Hellbender and in the back turret the vehicle de-spawned and instantly killed me with a message saying I ran over myself....I was able to replicate this on my 2nd try, it required driving away from the spawn point and I was firing the turret when it de-spawned...easily replicated, this is a serious issue
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SOUND RELATED
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In UT2004 the back turret fire sound is the same as UT3 on the first shot but after that it's higher pitched on every shot on 32 bit even after leaving and coming back later it's still high pitched, doesn't seem to be the case with 64 bit
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Back turret alt fire has a sound when zooming in UT3 but not UT2004
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VISUAL EFFECTS RELATED
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UT2004 Back turret has wrong beam visual
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Back turret on UT3 is a single shock beam, the port is using the stock Hellbender turret beam which doesn't even come from the cannon visually, it comes from the sides of it instead, also after firing you can visually see what looks like the stock turret charging up and keeps this visual even when you switch from turret to driver while being the only person in the vehicle, and also visual is still present like it's fully charged ready to fire if you get out of the vehicle.
Yea, apparently sound pitch just doesn't work in 64-bit. As long as it doesn't sound very bad in either case it's fine to have a difference here.
I don't remember seeing an activation animation. Could it be that the vehicle itself moves a bit when you enter it?
It becomes quite high pitched, I can find a video I've done to give you a visual/audio description of it so you can decide for yourself to clear it or investigate it
Around 11:10 is the best I've been able to find thus far
https://www.youtube.com/edit?o=U&video_id=ogGEnACyjBs
No the turrets have an animation when Get In (same animation actually and is just not being applied to them) is played but doesn't happen in UT2004
Ok better way to say this is that the turrets should animate with GetIn but are being left out, the driver turret has a pop out animation for it's barrel or like a shotgun reload maybe while the rear turret raises up from a slanted position, only the back turret appears to have any animation with GetOut in which it lowers back into the slanted position
EDIT - The animation sequences appear to be missing from the turrets in the ukx, would adding the sequences to them fix it you think (assuming I'm able to figure out how to do it)?
EDIT - Nope didn't work, but they are linked to the mesh now and I'm seeing stuff I didn't see in the UT3 editor, apparently the driver turret has a retract animation on GetOut and also shakes constantly with Idle
Guess this explains why the driver turret seemed too low, meaning I've got to undo the Z translation I did to raise it when this gets fixed
The SPMA also has a pop out for it's driver turret that does work in UT2004, it's the same thing here so how is that one done
I know it gets high-pitched and I think it's intentional, as long as the sound is played in 64-bit (with or without pitch changes) it's fine.
Hm, so what animations are there in the UT3 files and which ones are there in the UT2004 animation file? Making the turret animate on entry and exit isn't very difficult at all, there's a function for driver entry and exit.
For the bug of the Hellbender dying while still in it, it might be due to there being fewer turrets than it expects. I think the "great example of how to get rid of a passenger seat" is actually a pretty bad example of how to do it. What if you comment out everything starting from event bool IsVehicleEmpty()
and ending before simulated function Tick(float DeltaTime)
?
You might also need to remove PassengerWeapons(1)=()
and put in defaultproperties, before PassengerWeapons(0)
:
PassengerWeapons=()
Or perhaps after it:
PassengerWeapons(1)=None
The high pitch is intentional on the stock Hellbender but not the UT3 Hellbender since it doesn't have to charge up which why would it go high pitched if it doesn't charge is what I don't understand.
The animations are the exact same ones the Hellbender uses, in UT3 the weapons are not separate from the mesh and all animate at the same time (in the editor at least), in UT2004 they are and the animations were disconnected from the turrets (meaning the turret meshes have nothing in the sequence pane but I've fixed that part already).
I'll give adding the play animation lines I borrowed from the Hellbender and used on the Scorpion a try, didn't think they would work for the turrets.
I will be sure to give that a shot because that bug sucks and I have no love for it.
Not going to work adding the animations to the turret
C:\Unreal Anthology\UT2004\UT3Vehicles\Classes\UT3HellbenderSideGun.uc(61) : Error, Unknown Function 'KDriverEnter' in 'Class Onslaught.ONSPRVSideGun'
Same error with rear turret, compiled with rear turret pawn but doesn't work in-game nor does trying #exec obj load file=../Animations/UT3VH_Hellbender_Anims.ukx.
The animation sequences are missing on the SPMA driver turret too yet it still animates and so does the Cicada turret, how?
The respawn issue while on the turret is fixed, sky mines don't work (I think is due to the new damage type maybe?), also I can press 3 on the keyboard now and it acts like pressing 1 with getting in the driver seat, not sure how that will work with bots but I doubt it's a good thing.
EDIT - Interestingly pressing 3 only works if already in driver position, doesn't do anything if on the back turret
Uh, the UT3 Hellbender rear turret also charges. It just does so automatically without you having to hold down the button. So the pitch changes are intentional.
Oh, yea, now I get what you mean with the animations. If the turret animates, then the turret mesh should play the animation as well, indeed. I'm not sure if the animations are there in the turret meshes though, or if you can somehow copy them over from the vehicle meshes. To make them play, you'd need to play the animation of the correct mesh from the vehicle itself, not the weapon nor its weapon pawn, because you want the start and stop animation to play on driver entry and leaving. To get the correct mesh you need to go though the list of weapons and find the right one.
For the respawn bug, OK, put up a pull request with those lines removed and I'll see whether anything stands out. Potentially some of those lines deal with mine detonation.
It doesn't that I've seen of UT3 but ok if you say so.
I linked the animation set to the turret meshes in the editor but it didn't help. The rest of what you're saying there I don't quite understand.
Ok but don't think it's the mine issue as I noticed it on LAN game same time as SPMA issues, I believe it's the new damage type doing it.
It does, UT3 just doesn't have any visual effect to tell you that it does.
Well, point is the code would need to be in the vehicle itself.
Oh, that would explain it. The sky mines probably check what damage type it received and if it's not the right one they don't explode.