UT2003 is supposed to be set after UT, right? In UT they had these cool hovercars flying around the city in the intro sequence and you even got to see them on the ramp in DM-StalwartXL. so why does the only vehicle we see in UT2 have wheels?
With the new KVehicle class surely only a little modification would be required to allow the player to drive a hovercar? I've thought of the following issues:
- Up/down would need to be controlled by cruch/jump.
- A new volume could be used to define the ceiling height for these vehicles or maybe they could only fly at a maximum height above the nearest geometry.
- A police vehicle might even have weapons on it
- instead of wheels maybe use a simple particle emmitter exhaust to indicate movement?
If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.
(If you want a basic vehicle without wheels, and with controlls, contact me on firstname.lastname@example.org)
Flashman: I'd me more than happy to do the meshes for the cars for this if someone would write the code?
ZxAnPhOrIaN: Will the player be able to get in and get out of the car??
Sett:Ya that always bothered me too, why 'dumbdown' the technology. There is a UT1 map CTF-ArticFighterJets?2?3 that had flyable car meshes along with flyable jet meshes. And I (pimp) made CTF-Roadkill that has a car spawner- if you are going to have cars why not add traffic? hmmm ...GTA-UT
Trystan: More fuel efficient? Easier to carry large amounts of weight? There's a lot of reasons to have wheels, but removing them isn't too hard.
ZxAnPhOrIaN: You created Roadkill?? I have that maP! (with many others, around 460 maps for UT1!!!! )
Daid303: I did a hover vehicle myself, the controlls are simple, crouch for up, and jump to get out, it falls down automatic when you don't do anything.
Sir_Brizz: You will have to edit it away from the HoverBike code that is in the game now. It is horrible. The thing drags on the ground more than it stays in the air!! How annoying! If you got the physics right, it would actually be cool, although AirFightUT type of play wouldn't really be that entertaining IMO.
VOLTARXX-7: YEAH, Daid303, I HAVE "Roadkill", good level. WOULD YOU PLEASE SEND ME YOUR HOVER VEHICLE [ script,file or whatever] for a test drive? e-mail me —– VOLTMAN2003@AOL.COM THANKS
UTGamer at UTGamers.org: Anyone interested in the development of a "Hovercar" should stop by our Qjet 2003 page. http://www.utgamers.org/qjets_2003.htm. We need cool coders and will contribute resources to any project that flys over the 2003 battlefield. Thanks.
Foxpaw: I reformatted the two comments above this because the first was spread out and causing funny formatting due to whitespace at the beginning of the line, and because the second was not in the "standard" format for the comments/discussion section. Anyways, the person who wrote the above comment, I wanted to say that you may have trouble simply trying to attach existing weapons to your aircraft, as part of the firing is handled natively. I have an alternative weapon implementation that is backwards compatible that you can use, however. It can be affixed to anything and handles all of the timing, etc.. all you have to do is pass it a boolean variable to tell it whether the thing that controls it wishes to fire or not. You are welcome to it if you'd like. Post a message here if you'd like me to send the relevant classes.
UTGamer: Cool, sounds like the best way to implement the weapons. I am new to mod making. I will start small & work my way up. If you can send the code to UTgamers@hotmail(NO Spam).com, that would be grate.