Announcement

Collapse
No announcement yet.

Onset 1.9.0-alpha

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Onset 1.9.0-alpha

    Onset 1.9.0-alpha (Protocol Compatibility 10)

    Client changelog
    • Attempt to fix teleport crash (needs testing)
    • Add some colliders to CargoTruck Bed.
    • Road signs now have a custom collider to trigger physics (crash) for vehicles only.
    • Fix Area51 runway collision.
    • Disable Discord OAuth2.
    • Fix lag in CreateSound/3D.
    • Replace SetWaypoint with CreateWaypoint, DestroyWaypoint, SetWaypointText, Set/GetWaypointLocation, GetAllWaypoints
    • Replace ATM mesh with a better looking one.
    • Add missing taser static mesh.
    • 259 new objects https://dev.playonset.com/wiki/Objects
    • Enable morph target support for generic materials (so that they work for vehicles) (@Kuzkay)
    • Add Armored Truck
    • Increase revive animation duration
    • Add loadstring function that is sandbox safe
    • Display notice in window title if the game was started with -dev
    • 21 new animations added to the list https://dev.playonset.com/wiki/AnimationList
    Improved night lighting

    The old night lighting caused some issues on the vegetation. I've tweaked some parameters so that the night also appears darker resulting in a more realistic image.

    Click image for larger version  Name:	DarkNight.png Views:	0 Size:	685.2 KB ID:	776


    Armored Truck

    Model Identifier 24

    Side and rear doors can be opened with the trunk and hood functions.

    Click image for larger version  Name:	ArmoredTruck1.JPG Views:	0 Size:	97.5 KB ID:	779

    Weapon modding

    All weapons in Onset are dynamically added at runtime now. The Weapons.lua contains configuration for all existing weapons. You find it in the default package.

    Example configuration for the Desert Eagle.
    Code:
    -- Create a weapon instance
    local Weapon = GetWeaponIdentifier():NewWeapon(2)
    
    -- Set weapon info
    Weapon:SetWeaponType(1)
    Weapon:SetWeaponSubType(1)
    Weapon:SetWeaponModel(USkeletalMesh.LoadFromAsset("/Game/Weapons/Meshes/Pistol01/SK_Pistol01"))
    Weapon:SetStaticWeaponModel(UStaticMesh.LoadFromAsset("/Game/Weapons/Meshes/Pistol01/SM_Pistol01"))
    Weapon:SetMeshScale(FVector(1.000000, 1.000000, 1.000000))
    Weapon:SetEquipTime(0.23)
    Weapon:SetUnequipTime(0.45)
    Weapon:SetAimWalkSpeed(170.0)
    Weapon:SetCameraAimTargetOffset(FVector(170.000000, 65.000000, 14.000000))
    Weapon:SetCameraAimFoV(65.0)
    Weapon:SetAimBlendTime(0.35)
    Weapon:SetRange(6500.0)
    Weapon:SetRecoil(0.3)
    Weapon:SetCameraShake(1.0)
    Weapon:SetCameraShakeCrouching(0.5)
    Weapon:SetSpreadMin(0.1)
    Weapon:SetSpreadMax(2.0)
    Weapon:SetSpreadMovementModifier(0.2)
    Weapon:SetSpreadCrouchingModifier(-0.3)
    Weapon:SetRateOfFire(90.0)
    Weapon:SetMagazineModel(UStaticMesh.LoadFromAsset("/Game/Weapons/Meshes/Pistol01/SM_Pistol01_Mag"))
    Weapon:SetMagazineSize(8)
    Weapon:SetMagazineDropTime(0.32)
    Weapon:SetScope(false)
    Weapon:SetShotSound(USoundCue.LoadFromAsset("/Game/Weapons/Sounds/Cues/HZPistol01_Cue"))
    Weapon:SetShotAnimation(UAnimSequence.LoadFromAsset("/Game/Weapons/Animations/A_Pistol01_Fire"))
    Weapon:SetShotAnimationTime(0.3)
    Weapon:SetMuzzleFlash(UParticleSystem.LoadFromAsset("/Game/Weapons/VFX/Particles/Weapons/PS_Pistol01"))
    Weapon:SetShellDelay(0.0)
    Weapon:SetProjectileShell(UParticleSystem.LoadFromAsset("/Game/Weapons/VFX/Particles/Shells/P_Shell"))
    Weapon:SetShellSmoke(UParticleSystem.LoadFromAsset("/Game/Weapons/VFX/Impacts/Particles/P_ShellSmoke"))
    Weapon:SetAttachmentLocationModifier(FVector(-8.640888, 3.386111, 2.424174))
    Weapon:SetAttachmentRotationModifier(FRotator(10.565318, 86.711197, 10.886045))
    Weapon:SetReloadAnimation(UAnimSequence.LoadFromAsset("/Game/Weapons/Animations/A_Pistol01_Reload"))
    Weapon:SetReloadAnimationTime(0.96)
    Weapon:SetCharacterReloadAnimation(UAnimSequence.LoadFromAsset("/Game/Character/Animations/Handgun/A_HG_Reload"))
    Weapon:SetLeftHandIKLocation(FVector(-2.000000, 8.000000, -5.000000))
    Weapon:SetLeftHandARIdleIKLocation(FVector(0.000000, 0.000000, 0.000000))
    Weapon:SetLeftHandARIdleIKLocationCrouching(FVector(0.000000, 0.000000, 0.000000))
    Weapon:SetHUDImage(UTexture2D.LoadFromAsset("/Game/Weapons/Images/T_Pistol01"))
    Weapon:SetAllowAimWhileCrouching(true)
    Weapon:SetZoomInSound(nil)
    Weapon:SetZoomOutSound(nil)
    Weapon:SetEquipSound(USoundCue.LoadFromAsset("/Game/Character/Sounds/Holster/Equip_Fabric_1_A_Cue"))
    Weapon:SetUnequipSound(USoundCue.LoadFromAsset("/Game/Character/Sounds/Holster/UnEquip_Fabric_1_A_Cue1"))
    Weapon:SetReloadStartSound(USoundCue.LoadFromAsset("/Game/Weapons/Sounds/Cues/HZRemoveMag_Cue"))
    Weapon:SetReloadEndSound(USoundCue.LoadFromAsset("/Game/Weapons/Sounds/Cues/HZInsertMag_Cue"))
    Weapon:SetNoAmmoSound(USoundCue.LoadFromAsset("/Game/Weapons/Sounds/Cues/HZEmptyMag_Cue"))Insert Row Before
    
    -- Finally register the weapon
    GetWeaponIdentifier():RegisterWeapon(Weapon)
    The event OnPlayWeaponHitEffects handles visual effects of weapons. The Weapons.lua contains a pre-configured event that shows the same visual hit effects as always.
    It is called for local and remote players. If it is called for remote players the parameters will contain the synced values from the other client.

    OnPlayWeaponHitEffects(PlayerId, Weapon, HitType, HitId, StartLocation, HitLocation, HitLocationRelative, HitNormal, HitResult)
    PlayerId The player identifier.
    Weapon The weapon instance.
    HitType https://dev.playonset.com/wiki/HitType
    HitId The identifier of the hit entity.
    StartLocation Trace start location of this bulet/hit.
    HitLocation Trace hit location.
    HitLocationRelative Hit location relative to the entity that was hit.
    HitNormal Bullet impact normal.
    HitResult Line trace result.
    New 2 kmĀ² playable area

    Click image for larger version  Name:	HighresScreenshot00001.png Views:	0 Size:	824.2 KB ID:	777

    Click image for larger version  Name:	HighresScreenshot00002.png Views:	0 Size:	856.6 KB ID:	778

    Extended UnrealLua API

    You can now spawn actors and components directly from Unreal. With this release some game classes have been exposed as well.
    Sorry for the lack of documentation. I will add some examples soon.

    TrafficLights example:

    https://github.com/BlueMountainsIO/OnsetLuaScripts/tree/master/trafficlights

    Click image for larger version

Name:	trafficlight.gif
Views:	316
Size:	1.44 MB
ID:	792



    New functions to get Unreal entity actors:
    GetObjectActor()
    GetVehicleActor()
    GetPlayerActor()
    GetPickupActor()
    GetNPCActor()
    • UPrimitiveComponent
      • AddImpulseAtLocation
      • IsSimulatingPhysics
      • GetMaterialFromCollisionFaceIndex
      • SetEnableGravity
      • SetCollisionEnabled
    • UTextRenderComponent
      • SetText
      • SetTextRenderColor
      • SetHorizontalAlignment
      • SetVerticalAlignment
    • UParticleSystemComponent
    • UDecalComponent
    • AActor
      • Destroy
      • AddComponent
      • SetActorLocation
      • GetActorLocation
      • SetActorRotation
      • GetActorRotation
      • SetActorScale3D
      • GetActorScale3D
    • APawn
    • ACharacter
      • GetMesh
    • AMainCharacter
    • APlayer
    • ARemotePlayer
    • ALocalPlayer
    • ANPC
    • AVehicle
    • ASkeletalVehicle
    • AWheeledVehicle
    • AHelicopter
    • APickup
    • AStaticMeshActor
      • GetStaticMeshComponent
    • UWorld
      • SpawnActor
      • SpawnEmitterAtLocation
      • SpawnEmitterAttached
      • SpawnSoundAtLocation
      • SpawnSoundAttached
      • SpawnDecalAttached
      • SpawnDecalAtLocation
    • FHitResult
      • GetComponent()
      • GetActor()
      • GetBoneName()
      • GetPhysicalSurface()
      • GetReversedHit()
      • IsValidBlockingHit()
      • Location
      • ImpactPoint
      • Normal
      • ImpactNormal
      • Distance
      • Time
      • FaceIndex
      • TraceStart
      • TraceEnd
      • PenetrationDepth
    • ECollisionEnabled
      • NoCollision
      • QueryOnly
      • PhysicsOnly
      • QueryAndPhysics
    • EComponentMobility
      • Static
      • Stationary
      • Movable
    • EHorizTextAligment
      • EHTA_Left
      • EHTA_Center
      • EHTA_Right
    • EVerticalTextAligment
      • EVRTA_TextTop
      • EVRTA_TextCenter
      • EVRTA_TextBottom
      • EVRTA_QuadTop

    Server changelog
    • Add SetText3DText
    • Text3D can now show up to 256 characters.
    • Add selective network encryption for important data.

    Update WorldDoors.lua and add the new Weapons.lua to your server.

    #2
    Sweet !

    Comment


      #3
      Amazing

      Comment


        #4
        Nice!

        Comment


          #5
          Amazing update.
          Former Game developer @ RPS // Early Access tester

          Comment


            #6
            Looks good. Even more to look forward to

            Comment


              #7
              Nice

              Comment


                #8
                Updated with an usage example of the UnrealAPI

                https://github.com/BlueMountainsIO/O.../trafficlights

                Comment


                  #9
                  keep us amazon with your work!

                  Comment

                  Working...
                  X