Unreal Tournament 3 - Bombing Run Mod
This resubmit (v 3.0 final) is the best and most...
- Category First Person
- Size 90.6 MB
- Program by Joseph Unik
Unreal Tournament 3 - Bombing Run Mod
This resubmit (v 3.0 final) is the best and most configurable bombing run ever seen. Some of the new features are:
Dynamic Bot Pathing and AI
In-game mod settings screen
Fully configurable for all style of BR game play
Custom goal design ability
Support for powernode objectives
Support for vehicles, moving goals/orb bases
Superb bot AI that rivals human players
Many more features can be found in our documentation!
10 maps included
Make Something Unreal Submission:
- MSU Phase 3:Best FPS Game Mod
Changes for BombingRun beta 2.17
Added console command 'brsettings' to bring up settings screen. (added as a temp fix until epic menu bug is fixed)
Added description property to UTBRPathNodes and changed some tooltips
Corrected game type picture setting in default br ini
Changes for BombingRun beta 2.16
Added goal property DisableLobbingBallAway to stop bots from lobbing ball away from home base
Changes for BombingRun beta 2.15
Fix to allow goals to be moveable
Fix to stop editor warning on goal lighting
Changes for BombingRun beta 2.14
Added settings screen.
NOTE: Non first time users must first start game and then exit UT before new screen will appear
-Main Menu > Settings > Mod Settings
-Instant Action > Settings > Mod Settings
-In game Mid Game Menu > Settings > Mod Settings
Settings screen can be used by Admin during Online play.
Most settings changes are reflected in game immediately without restarting game.
Ball carrier rings now visible to carrier when they are in third person view in a vehicle
Fixed ball launcher changing team color when going on and off hoverboard
Fixed power nodes not allowing vehicles and playerstarts to be team controlled
Bots forward dodge now when usig dynamic pathing
Minor path fixes
Changes for BombingRun Beta 2.13
Compatibility upgrade to UT3 patch 2.0
Some minor console command changes
Allow scoreboard to be toggled during map switch
Fix to hopefully stop scoreboard getting stuck on screen after map switch
Fix announcer problem where it would falsely say "takes the lead"
Fixed bot skill description not showing on scoreboard in online play
Misc pathing fixes
Bots forward dodge into walls less now
Changes for BombingRun Beta 2.12
Fixed minimap settings not being read from per map setup
Removed bot debug messages
Changes for BombingRun Beta 2.11
Bots will no longer seek ball if carrying a deployable (must use deployable first)
Fixed bugs for instagib gun sometimes not working, and sometimes auto firing, by
removing the weapon crosshair fix from prior version. Crosshair problem apparently was being
triggered by another mutator so crosshair fix not needed.
Changes for BombingRun Beta 2.1
Minor pathing fixes
Scoreboard no longer display NOT READY after game started
Added bot skill description to scoreboard
Fixed end game pic bug for one on one match where if winner died, the pic would not go to the other player
Changes for BombingRun Beta 2.0
Misc bot pathing fixes and improvements
Make bots not kill for about two seconds after spawning due to community complaint
about their unbalanced killing ability after spawning.
Spectate command available online for admins
Bot ball deflecting ability toned down and made more humanlike
When only one player is online and votes, map time remaining is reduced
Fixed ut3 issue wherein weapon crosshairs sometimes disappear after respawning
Fixed bug where sometimes when dying after shooting ball at goal, score would not register
Fixed bug where player positions would be wrong in the end game pic
Stopped first person weapon mesh from showing in end game pic if winner was jumping
Bots will not reset ball on open maps where ball base or enemy goal is in plain view
but rather lob it away
Bots now calculate ball lob distance and height to make sure they don't
overshoot goal or accidentally score, and to make sure lob path isn't blocked too soon
When lobbing ball, bots will attempt to shoot ball through doors and holes if that gives a better lob distance
Bots now seek to avoid blockages when lobbing ball
Bots will generally not lob ball into global kill zone
Bots will generally not lob ball out of path network
Disallow carrying ball and deployables at same time
Bots not allowed to path to their home goal jump pad because jumping on it into home goal kills them
Bots are now better at resetting ball in tight places like Twin Tombs
If ball reset action fails, bot will not try again immediately
Bots no longer kill themselves when resetting ball and chasing ball into kill zone
Can now boost ball into goal for score if ball is sitting on floor after being shot from ball launcher
When doing a jumping goal shot, bots used to wait for the apex of multi jump, but
will now shoot whenever they think the ball can reach goal
Optimized blockage detection to be much less heavy on computer's processor
Bots no longer jump at objective if it doesn't look like jumping can reach it
Bots use walking more and jumping less when pathing is failing. Bots try to calculate when jumping is needed.
Stopped bots from trying to jump up to a ledge to get to a high goal when the goal
wasn't reachable from the ledge, or if can reach goal from floor.
Bots no longer bounce high up off ball when landing on ball in low gravity
Fixed bot gun shaking when jumping and smoothed out bot rotation when turning to new target
Bots now attack any enemy when jumping, not just ball runner
New Smart Retasking feature which allows bots to adjust their task at any time
without disrupting what they are currently doing.
Bot response to changes in situation much faster now.
Put a stop on calling Retask so many times per second, which will improve performance.
Added new actor UTBRPathNode which a mapper can use to resolve pathing problems and build assault paths
Changed ball glow to use less framerate
Improved netplay communication for ball so that ball should jerk around a lot less
Added new TestPaths command