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  1. #281

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    Giving it a percentage chance to swap shouldnt be a problem, I would just have to extend the config lines to include extra possible monsters. I'll test out the hellknights too and see what the problem could be. The OSM may be hardcoded and there might not be a way around it without changing the osm code.

  2. #282

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    The hellknights replace fine with my game. It is ut2k4 you are playing? I need more info to fix any problems. You can leave more information and chat with me when i'm online here Ini's Monster Chat Room!

  3. #283
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    wait i have soulution you need the u1pawns satoremonsterpack lines i can give it to you
    MonsterTable=(MonsterName="RBrute",MonsterClassNam e="U1Pawns.RBrute")
    MonsterTable=(MonsterName="LesserBrute",MonsterCla ssName="U1Pawns.LesserBrute")
    MonsterTable=(MonsterName="RBehemoth",MonsterClass Name="U1Pawns.RBehemoth")
    MonsterTable=(MonsterName="SkaarjWarrior",MonsterC lassName="U1Pawns.SkaarjWarrior")
    MonsterTable=(MonsterName="SkaarjScout",MonsterCla ssName="U1Pawns.SkaarjScout")
    MonsterTable=(MonsterName="RIceSkaarj",MonsterClas sName="U1Pawns.RIceSkaarj")
    MonsterTable=(MonsterName="SkaarjLord",MonsterClas sName="U1Pawns.SkaarjLord")
    MonsterTable=(MonsterName="SkaarjBerserker",Monste rClassName="U1Pawns.SkaarjBerserker")
    MonsterTable=(MonsterName="SkaarjTrooper",MonsterC lassName="U1Pawns.SkaarjTrooper")
    MonsterTable=(MonsterName="SkaarjGunner",MonsterCl assName="U1Pawns.SkaarjGunner")
    MonsterTable=(MonsterName="SkaarjInfantry",Monster ClassName="U1Pawns.SkaarjInfantry")
    MonsterTable=(MonsterName="SkaarjSniper",MonsterCl assName=)
    MonsterTable=(MonsterName="RManta",MonsterClassNam e="U1Pawns.RManta")
    MonsterTable=(MonsterName="CaveManta",MonsterClass Name="U1Pawns.CaveManta")
    MonsterTable=(MonsterName="GiantManta",MonsterClas sName="U1Pawns.GiantManta")
    MonsterTable=(MonsterName="RGasbag",MonsterClassNa me="U1Pawns.RGasbag")
    MonsterTable=(MonsterName="GiantGasbag",MonsterCla ssName="U1Pawns.GiantGasbag")
    MonsterTable=(MonsterName="RKrall",MonsterClassNam e="U1Pawns.RKrall")
    MonsterTable=(MonsterName="KrallElite",MonsterClas sName="U1Pawns.KrallElite")
    MonsterTable=(MonsterName="Titan",MonsterClassName ="U1Pawns.Titan")
    MonsterTable=(MonsterName="StoneTitan",MonsterClas sName="U1Pawns.StoneTitan")
    MonsterTable=(MonsterName="Queen",MonsterClassName ="U1Pawns.Queen")
    MonsterTable=(MonsterName="Slith",MonsterClassName ="U1Pawns.Slith")
    MonsterTable=(MonsterName="RWarlord",MonsterClassN ame="U1Pawns.RWarlord")
    MonsterTable=(MonsterName="Tentacle",MonsterClassN ame="U1Pawns.Tentacle")
    MonsterTable=(MonsterName="Mercenary",MonsterClass Name="U1Pawns.Mercenary")
    MonsterTable=(MonsterName="MercenaryElite",Monster ClassName="U1Pawns.MercenaryElite")
    MonsterTable=(MonsterName="Spinner",MonsterClassNa me="U1Pawns.Spinner")
    MonsterTable=(MonsterName="Predator",MonsterClassN ame="U1Pawns.Predator")
    MonsterTable=(MonsterName="PackHunter",MonsterClas sName="U1Pawns.PackHunter")
    MonsterTable=(MonsterName="SpaceMarine",MonsterCla ssName="U1Pawns.SpaceMarine")
    MonsterTable=(MonsterName="MarineDesert",MonsterCl assName="U1Pawns.MarineDesert")
    MonsterTable=(MonsterName="MarineJungle",MonsterCl assName="U1Pawns.MarineJungle")
    MonsterTable=(MonsterName="MarineArctic",MonsterCl assName="U1Pawns.MarineArctic")

    Also whenever theres a map with spawnpoint the monster spawn infinitely but i did half-life 2 invasion fun
    Last edited by hunterman; 03-21-2012 at 03:31 PM.

  4. #284
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    Ini- yes I'm playing 2k4... like 32 gigs worth of 2k4, lol, which may point to prob, too much stuff the mut is probably fine; I'm mostly really happy with how it streamlines invasion setup.
    Hunterman, cool! , that sounds like it explains some things, have to try now

    edit- well, guess osm / unreal 1 are no go without altering the maps / code

    here is error code w/ hellknight (tried swapping for krall this time)
    UT2004 Build UT2004_Build_[2005-11-23_16.22], OS: Windows NT 6.0 (Build: 6001)
    CPU: AuthenticAMD Unknown processor @ 2101 MHz with 2047MB RAM , Video: ATI Radeon X1250 (517)
    Hellknight DM-UCBP-Deadbolt][-BetaB.Hellknight30 (Function Engine.Pawn.PreBeginPlay:0000) Infinite script recursion (250 calls) detected
    History: FFrame::Serialize <- UObject::ProcessEvent <- (Hellknight DM-UCBP-Deadbolt][-BetaB.Hellknight30, Function Engine.Pawn.PreBeginPlay) <- ULevel::SpawnActor <- (Hellknight) <- UObject::ProcessEvent <- (Hellknight DM-UCBP-Deadbolt][-BetaB.Hellknight29, Function Engine.Pawn.PreBeginPlay) ......etc
    -I do have the HK player model installed, with skins from both versions plus two skins from the monster pack, plus the strogg berserker... not sure why any of that would matter, just guessing

    mo' edit-focusing on positive, most every other monster I try works. Yeah!
    ***one feature to add to the mut would be the ability to save various named sets of monsters, a la worm
    Last edited by papasfritas; 03-22-2012 at 03:03 AM.
    PEACE

  5. #285
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    same here but it seems due to an overflow of monsters causing the game to over load and crash for i use the poison zombie it seems that the poison headcrabs crashes it to next wave try lowering the spawn

  6. #286
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    how do you lower spawn count? it is just regular invasion with MonsterSwapper... it works great with other monsters just not Hellknights. (Hellknights are working in invasion everywhere) ...
    PEACE

  7. #287

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    Perhaps it needs a fallback monster to spawn. I'll add that option to the next version along with a chance option.

  8. #288
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    during game options go to wave configuration and lower the amount of monsters that spawn
    edit:Hows the Donations how much more until the release of the Half-life Monsters
    Last edited by hunterman; 03-23-2012 at 06:06 PM.

  9. #289

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    Here is a v2 of the monsterswapper. I will make a different version for those of you that play the U1 Mod so that others dont need to download those files.

    MonsterSwapperv2.zip

  10. #290
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    good i can exceed wave 6 now

  11. #291
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    Hellknight infinite loop fixed!! percentage chance works! very cool... also tried with invasion pro, works great on ons maps.
    -can you add ability to save "sets", ie different groups of monsters?
    -my preference would be value boxes instead of sliders 'cause its much easier to be precise

    can't get monsters to work with U1/mod/mutator... I tried uninstalling invasion MS mut, no dice, but I'm having so much fun with regular invasion
    PEACE

  12. #292

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    Cool, glad you like it. What do you mean by "sets" exactly, could you elaborate. I made a separate version for the U1 Mod because it depends on some files in those packages. You can download it from here.

    U1 Monster Swapper

  13. #293
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    Got into morose with u1weapons with weapon drop mut saves the ammo shortage and really is fun if you have more players
    Edit:Also heres an Idea to use for u1 mod the Director mod like from l4d if your doing good you'll get rewarding with ammo weps and monsters keeps people up to speed if you're going too fast or too slow

  14. #294
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    The Half-Life Monsters are out http://www.unreal.shaungoeppinger.com/monhl1.html

  15. #295

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    As the cat is out of the bag yes Half-Life 1 Monsters are available for download at my site.

    Half-Life 1 Monster Pack Download

    New Monsters included are the Baby Headcrab, Bullsquid, Controller, Gargantua, Gonarch, Gonome, Grunt, Houndeye, Nihilanth, PitDrone, ShockTooper, Vortigaunt (Slave) and Voltigore.

    Enjoy!

  16. #296
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    Hey, very nice, thank you! =D

  17. #297
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    Heres a fun thing to do with u1 Monster Swapper use the half-life 1 and 2 monsters for unreal 1 and replace the skaarj troopers with combine skaarjscouts warrior and iceskaarjs with vortigaunt mercenarys and kralls with race x very fun and challenging you'll have to save often due to the tough situations and use translocator to escape seemingly unescapeable parts

  18. #298

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    I've finished ragdoll versions of the Half-Life1 monsters for all of you ragdoll fanatics out there. Download Ragdoll versions herel. I hope there are no mistakes, enjoy!

  19. #299
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    There is but 1 mistake that is the baby voltigore why it doesnt use the ragdoll and its on bhasragdoll=true

  20. #300

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    I think the only reason that could happen is if you dont have the karma file. Clients connecting to the server who dont have it installed will see the fallback death.

    Incase you missed it here is a link to Quake 4 Monsters Pack

    http://unreal.shaungoeppinger.com/monq4.html

    (Ragdoll version will come later)

  21. #301
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    nice, more monsters! =D

  22. #302
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    Shadow Warrior monsters too.

    Kind of unexpected since we barely have any BUILD game ports at all that isn't another Duke voicepack.
    ClassicOuch needs more old female and gib sounds.

  23. #303

    Lightbulb Non-Aligned Monsters - monsters who will battle other monsters possible...?

    Is there any way to create a mutator that will allow the player to assign monsters who will not be allies of other monsters?

    The other night, I was playing Invasion with Aliens and Predators, and I found myself wishing that those two sets of creatures would be willing to attack each other...

    I guess that the easiest way to do this is to create a "Versus" list. It could look like this...

    Creature #1 versus Creature #2 Animosity Level: (1-3)

    The text in bold would HAVE TO BE present at all time in the configuration file. The "Creatures'" lines would have the class/bot name that's desired by the player.

    The Animosity Level is the degree to which they perceive each other as "must kill now" enemies. If the variable is set to "1," then both creatures will chose to kill the player and his virtual comrades first, and if that's successful, and no other ally is seen within 5 seconds, then they'll start attacking each other; if they're attacked by the player and/or an ally of the player, then there's a 75% chance that they'll end their battle to redirect their destructive attention back to the player and his comrades. If the variable is set to "2," then there's a 50/50 chance that they'll ignore the player and his allies, and the creatures will begin attacking each other within several seconds of seeing one another; that said, if they're attacked by the player and his allies, then there's a 50/50 chance that they'll disengage battling each other to rid themselves of the player and his allies. If the Animosity level is set to "3," then there's an 85% chance that they'll attack each other immediately, with only a 25% chance of momentarily giving up the fight if they're attacked by the player and his allies.

    I strongly feel that this would create an interesting and more dynamic field of combat.

    Any thoughts on this?

  24. #304

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    well, let's try this way:
    Gametype TDM, mutator Invasion Everywhere, monsters are all Aliens, you're in one team, in the other - Predators as bots
    otherwise you should write a new AI for monsters)

  25. #305

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    UnShame,

    Ah! Nice! I had no idea that there was even a mutator like Invasion Everywhere around. Maybe Iniquitous should host it on his awesome site?

    I haven't tried your workaround yet, but I'm guessing that the Predators that I setup as my opponents won't have their unique capabilities present, but I could be wrong on that. I remember playing a version of Invasion that had the Aliens in it, but they were running around using the weaponry, and to say that said visuals didn't absolutely kill the sense of immersion is an understatement.

    I have seen on one occasion where a facehugger was stabbing its tail at one of the Half-Life I monsters (I'm pretty sure that it was the bullsquid), but the H-L monster just kept ignoring him. The facehugger versus H-L monster event didn't take place till I was dead (I was the last man standing). Some of the default Invasion monsters do this as well, where they'll attack one another once all of the team-based AI are killed - I'm just hoping that we can have such occurrences take place before all of the player-aligned AI are dead. I don't know how challenging a feat this would be to pull off, but I'm sure that a lot of players would appreciate being able to setup monster versus monster scenarios.

    The other benefit of setting up such a system, is that the creatures can maintain their well established attributes and not act like an ordinary UT combatant. As I said before, that really kills immersion.

    I'll keep my fingers tightly crossed that something like this will eventually get made. Till then, I'll work within the limits as they are, and I thank you for supplying me with a mutator that will certainly add a different level of complexity to the game.

    By the way, I've poured through a handful of UT2004 sites looking at mutators and whatnot, and I've yet to see the one that you sent me. Is there a website that excels at supplying mutators such as this one, or...?

  26. #306
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    the thing is,

    the AI of the monsters will not attack other monsters(IIRC there was a checking of ISAMonster or something like that) unless they got damaged by one

    of which they will proceed to do a monster deathmatch

    what i do on my end though is make a new actor class that just seeks any pawn/actor on the level and attack it/him/her, so that way it won't be limited to just players

    Also, I believe the dinotopia mod had something similar to this; the carnivores will attack the herbivores I think

  27. #307

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    what i do on my end though is make a new actor class that just seeks any pawn/actor on the level and attack it/him/her, so that way it won't be limited to just players
    Is making a new actor class hard to do? Do you know of a detailed tutorial that shows how to do this, and then demonstrates how to make it work for the Invasion gametype?


    Also, I believe the dinotopia mod had something similar to this; the carnivores will attack the herbivores I think
    This is very close to what I'm looking for, but it would need to be a bit more flexible due to situations where the Predators respect one another while doing battle with every other type of alien.

    Thanks for your insight.

  28. #308

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    By the way, I've poured through a handful of UT2004 sites looking at mutators and whatnot, and I've yet to see the one that you sent me. Is there a website that excels at supplying mutators such as this one, or...?
    http://unrealtournament2004.filefron...t_2004;54index
    http://www.gamefront.com/files/listi.../Modifications
    that's probably the biggest archive of ut2004 modifications of all kind
    Is making a new actor class hard to do? Do you know of a detailed tutorial that shows how to do this, and then demonstrates how to make it work for the Invasion gametype?
    well, basically, you need to decompile the package that contains a code for the standard monsters pawn, change the AI and compile it as a new package
    and then you need to do the same thing with standard Invasion gametype to make a new one that uses your custom pawn class...

  29. #309
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    you can just make a monster that uses the monster class, then assign a custom monster controller

    then on the monster controller, instead of checking only for just players, let them find any actor on the map(IIRC it was FindNewEnemy method? I can't remember)

    at least this works for me because when I'm launching an ultralisk from my gun, it doesn't attack me =P

  30. #310

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    Thanks for all of the feedback gents!

    Out of all of the places where I would've looked last for a "super" UT2004 download location, I wouldn't have picked GameFront! It's not unusual for me to get a "file's missing" type of message from them when I try acquiring a download, but I stand corrected in regards to UT2004! About a third of those mutators I've never even heard of before.

    UT's modability is such a huge plus in my book. What a terrific title.

  31. #311
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    gamefront eh?

    Imma gonna check that site later, I might also find interesting mods there that i could use

  32. #312
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    Well since Iniquitous isn't here to announce new monsters have been made while you guys was in the dark Shadow warrior and hexen are you're new get Shadow Warrior Monsters and Hexen Monsters
    Shut up and take my Money!
    Testing And Sound Guy of Apocolyse Perk and Killstreak Mod
    Sweet EnderPearls

  33. #313
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    all those monsters are really cool, i might make a video or two and put them on my youtube

  34. #314
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    Can he make a ragdoll version?
    ClassicOuch needs more old female and gib sounds.

  35. #315
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    No they're 2d you cant make a ragdoll from a 2dSprite. And from my intel hes making heretic duke nukem blood and Dead Space Monsters in that order retro invasion for the win
    Last edited by hunterman; 07-21-2012 at 12:02 PM.
    Shut up and take my Money!
    Testing And Sound Guy of Apocolyse Perk and Killstreak Mod
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  36. #316
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    does anyone have the Doom 2 monsters,
    i think someone made them,
    you know, for my retro 2d collection

  37. #317
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    Hmm, 2d monsters, interesting

  38. #318
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    .:.: made the Doom Pawns for ut2004 along with the unreal 1 Monsters
    Shut up and take my Money!
    Testing And Sound Guy of Apocolyse Perk and Killstreak Mod
    Sweet EnderPearls

  39. #319
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    Quote Originally Posted by hunterman View Post
    And from my intel hes making heretic duke nukem blood and Dead Space Monsters in that order retro invasion for the win
    You leaked his secret plans. Thanks alot, we'll never have them now.
    ClassicOuch needs more old female and gib sounds.

  40. #320
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    Good News Ini has finish producing the Heretic Monsters,now hes planning on Dead Space but he'll still work on Duke Nukem and Blood
    Shut up and take my Money!
    Testing And Sound Guy of Apocolyse Perk and Killstreak Mod
    Sweet EnderPearls


 
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