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Thread: InvasionPro

  1. #41

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    Thanks for clarifying some things.

    The mutator should accept values that you can't get in the ui, however i've set limits on some things for good reason. I like the idea of bringing some more bosswave options into invasionpro such as the random boss list idea. I also very much like the squad idea for boss waves.

    Invasionpro needs to use its own playercontroller to work properly, if you want to use features from another then I would advise subclassing the invasionpro playercontroller.

    thanks

  2. #42
    MSgt. Shooter Person
    Join Date
    Oct 2011
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    93

    Default

    i dont like that in map hud it shows teamates and yourself as hearts becuse it realy looks gay
    I dont like the new smilles

  3. #43

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    You can change those icons to any you want, even create your own!

  4. #44
    MSgt. Shooter Person
    Join Date
    Oct 2011
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    93

    Default

    Quote Originally Posted by INIQUITOUS View Post
    You can change those icons to any you want, even create your own!
    how? .........
    I dont like the new smilles

  5. #45

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    It was included in v4.

    Added option to use custom icons on the radar to the User.ini file under the [InvasionProv1_5.InvasionProHud] heading. The images must be 128x128 in dimensions and reside within a .utx file.

  6. #46
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    93

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    how do i place custom monsters example satore modster pack??
    becuse i cant place them the arent in the list and the mutator dont show up
    I dont like the new smilles

  7. #47

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    you need to add some lines to the InvasionProSettings.ini, [InvasionProv1_4.InvasionProMonsterTable] section
    these lines are usually specified in the readme that goes with the monster pack
    Last edited by UnShame; 04-19-2012 at 02:29 PM.

  8. #48

    Default

    InvasionPro is a new game type and shows up in the new game type list, not the mutator list. UnShame is correct about the monsterlines (except its now at v1_5).

  9. #49

    Default

    Released v1_6, some small but important changes, including a fix for some movers staying open on maps that are not Assault. Download here

  10. #50

    Default

    the game crashes very often when i select this gametype
    looks like it's trying to select all maps from all gametypes but failing
    i tried to decrease the number of maps, moved all maps for non-standard gametypes to another folder, didn't help, moved all AS maps (which take ~40% of the whole number), helped, sort of, now game crashes not so often
    UT2004 Build UT2004_Build_[2005-11-23_16.22]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel PentiumPro-class processor @ 2214 MHz with 2047MB RAM
    Video: ATI Radeon HD 5700 Series (7256)

    UT2K4Tab_MainSP Package.UT2K4Tab_MainSP (Function GUI2K4.UT2K4Tab_MainSP.FindCacheRecordIndex:0018) Runaway loop detected (over 10000000 iterations)

    History: FFrame::Serialize <- UObject::execClassContext <- (PlayInfo Package.PlayInfo @ Function Engine.PlayInfo.Init : 00C3) <- UObject::execDelegateFunction <- (UT2K4Tab_GameTypeSP Package.UT2K4Tab_GameTypeSP @ Function GUI2K4.UT2K4Tab_GameTypeBase.InternalOnChange : 00C7) <- UObject::execDelegateFunction <- (GUIListBox Package.GUIListBox @ Function XInterface.GUIListBox.InternalOnChange : 002A) <- UObject::execDelegateFunction <- (GUIList Package.GUIList @ Function XInterface.GUIListBase.IndexChanged : 0018) <- UObject::ProcessEvent <- (GUIListBox Package.GUIListBox, Function XInterface.GUIListBox.InternalOnClick) <- UObject::ProcessDelegate <- UGUIComponent::MouseReleased <- (GUIList Package.GUIList) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
    looks like it's failing when trying to find the previously selected map or something...

  11. #51

    Default

    I've made a new version of invasionpro (v1_7)

    http://www.unreal.shaungoeppinger.co...vasionpro.html

    Here are some of the changes in the latest version:

    *Bosses, these can be spawned either one at a time one after the other or all at once. To set them up add boss lines in the InvasionProSettings.ini file (the boss lines can be empty). The new boss entries will then be available in the in-game boss menu. Give the boss a unique "ID" number and make any other changes to it that you want, such as a name or speed. In the Waves menu check the boss wave box and set any other settings you want for the wave. In the boss ID field put the ID of the boss you created. Separate them by a comma if you want more than one boss. For example 1,2,3

    *Pets, can be enabled by the admin. If enabled players will have a new menu during gameplay when the press Esc. Alternatively this can be opened by typing "MenuPet" into the console. There are many pet features and abilities that can be upgraded as the pet levels and earns points by damaging and killing monsters. All of these abilities can be configured in the in-game Invasion Main Menu screen, except for 2 things. The list of "ServerPets" available to players must be set in the .ini file (stock monsters are there by default as examples). And if you want to run the pets in "Tier" mode, you must set up the "TierGroups" properly. (Remember to give the server pets a tier group). Tier Groups allows you to say which pets are available at which level, when pets reach the specified level the player will have the option of swapping it for a new pet from the next level (the previous abilites are kept, only the pet species changes). This allows it so only super strong pets are allowed at the highest levels. For example...

    ServerPets=(MonsterName="Pupae",MonsterClassName=" SkaarjPack.SkaarjPupae",TierGroup=1)
    ServerPets=(MonsterName="Elite Krall",MonsterClassName="SkaarjPack.EliteKrall",Ti erGroup=2)

    In the above lines, the pupae is set to TierGroup 1, and the EliteKrall to TierGroup 2. Until the pets level reached TierGroup 2 the player will not be able to choose the EliteKrall...

    TierGroups=(TierGroup=1,MaxLevel=2)
    TierGroups=(TierGroup=2,MaxLevel=120)

    In the above lines TierGroup 1 (the first level) is until the pet gets to level 2, TierGroup 2 is then available until level 120 and so on.
    Bug fixes and updates include:

    * Online Player Names and Health displaying correctly
    * Game end early if QuickStart enabled fixed
    * Boss squad feature added
    * Boss spawning options added
    * Support for 2D Monsters has been added so they can properly previewed
    * A new "Wave Copy & Paste" (in the wave menu) feature has been created to make editing waves easier
    * Server Pets * Simplified wave ending rules, admin decides if it's strictly the wave duration or monster count
    * monsters spawned by other monsters will inherit their masters controller (will not work for all monsters, it's due to the spawning code used). If a friendly monsters spawns another and it is not friendly the problem is in the way it was spawned. To fix it the monster that does the spawning needs re-coding. Change the spawn call from Spawn(class'SomeMonster',,,,SomeLocation,SomeRotat ion); to Spawn(class'SomeMonsters',MonsterThatIsCallingThis Function,,,SomeLocation,SomeRotation); (the instigator/owner needs to be set);
    * Webadmin support added
    * Boss timer and boss name on HUD changed and can be disabled in HUD menu
    * Boss health bar feature added for monsters within radar range (can be disabled in HUD menu)
    * Boss Names and Friendly Monsters names will appear above the monsters in question (can be disabled in HUD menu) * Complete redesign of HUD menu and Main Menu to make it much simpler and user friendly


  12. #52
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    North Cyprus
    Posts
    43

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    Edit: i found the problem i think i didnt install ECE bonus pack thats why

    Hey INIQUITOUS i download some of your monster packs for inv pro but some of them not working for example i cant see blood, half life, quake4 creatures
    is there something missing in the readme? any suggestion?
    Last edited by quin; 01-06-2013 at 06:57 AM.


 
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