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Old Skool Monsta Toolz (including the OSM Adventure gametype)

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    #46
    Originally posted by outpt.co.uk View Post
    How many maps do we need for a map pack?
    Excellent question. We figured two would suck as a "pack". Five was better, but needed work (especially since one was a "how to"). At this point, it seems like when a few more good maps show up (and those already available have been updated), a map pack will be put together bundled with the latest version of OSMT.
    Originally posted by Sarge-David View Post
    can other objectives like flags,bombs,powernodes,holdpositions,domination points,use objectives be used?
    Originally posted by outpt.co.uk View Post
    I tried hold points, but failed fast. destroyable objectives are fine though. You can add speech/text to bring up objectives.
    In general, never use Assault stuff for anything except Assault maps. More often than not, Laurent put "if this is not an AS game, stop working" line in the code for each of his actors while coding Assault.
    As for using other GameObjectives actors, you can certainly use OSMT in any gametype, but using (for example) a CTFFlagBase in an OSM Adventure map may cause unwanted logs and warnings, if not other bigger problems. You can certainly borrow the mesh and make something that looks just like a CTFFlag in your OSM map, but using the actual GameObjective actor in a gametype it wasn't meant to be used in is just asking for trouble IMHO.

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      #47
      Is it possible to have a bot on my side?

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        #48
        Originally posted by akstylish View Post
        Is it possible to have a bot on my side?
        To be clear, Old Skool Monsta Toolz can be used in any gametype, including teamgames like TDM, ONS and BR. So, yeah. Not a problem.

        In OSM Adventure, the story-driven singleplayer and cooperative gametype that's included with OSMT, bots are not allowed. (There would have to be a major overhaul to the bot code, or a *lot* of work on the part of mappers in order to have Bots navigate traps and puzzles.)

        However, there are ScriptedCharacters. These are ScriptedMonster subclasses that take on the appearance of a player character (bot). These are technically Monsters, not Bots: they do not take Orders, (in other gametypes besides OSM Adventure) they are not able to score points and achieve GameObjectives, they will not drive vehicles without explicit AIScripts (scripted driving), and they do not take pickups. But they do follow players by default (greeting them and then standing by their side), fight alongside the players they follow (figuring out what they're shooting at and then attacking), and they can use most any weapons players can (if given to them as WeaponPickups in their AI -> GoodieDrop array). By default, they are set to AttitudeToPlayer ATTITUDE_Follow.

        In OSM Adventure, there is even a cheat code for players to bring up an instant ScriptedCharacter to fight by your side (sort of an inpromptu CoOp player). Just bring down the console (~) and type: "comrade <CharacterName> <optional bFavWeapon> <optional bFullAmmo>"

        Examples:
        comrade brock
        Gives you Brock, with a ShieldGun and an AssaultRifle.
        comrade isis true
        Gives you Isis, with (I believe) a RocketLauncher, ShieldGun and AssaultRifle.
        comrade gorge true true
        Gives you Gorge, with either a RL, Shock or Link (as he has no weapon preference) and he gets full ammo with it, plus ShieldGun and AssaultRifle.

        For mappers, simply place them (or spawn using CreatureFactory) and give them some WeaponPickups and AmmoPickups in reverse order. IOW, they will use the Ammo and Weapons listed last on their GoodieDrop array first. When that weapon is depleated, they will take the next to last weapon, and so on.

        I think I have an old image that explains things pretty well. It's posted HERE on UnrealPlayground.

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          #49
          Originally posted by SuperApe View Post
          To be clear, Old Skool Monsta Toolz can be used in any gametype, including teamgames like TDM, ONS and BR. So, yeah. Not a problem.

          In OSM Adventure, the story-driven singleplayer and cooperative gametype that's included with OSMT, bots are not allowed. (There would have to be a major overhaul to the bot code, or a *lot* of work on the part of mappers in order to have Bots navigate traps and puzzles.)

          However, there are ScriptedCharacters. These are ScriptedMonster subclasses that take on the appearance of a player character (bot). These are technically Monsters, not Bots: they do not take Orders, (in other gametypes besides OSM Adventure) they are not able to score points and achieve GameObjectives, they will not drive vehicles without explicit AIScripts (scripted driving), and they do not take pickups. But they do follow players by default (greeting them and then standing by their side), fight alongside the players they follow (figuring out what they're shooting at and then attacking), and they can use most any weapons players can (if given to them as WeaponPickups in their AI -> GoodieDrop array). By default, they are set to AttitudeToPlayer ATTITUDE_Follow.

          In OSM Adventure, there is even a cheat code for players to bring up an instant ScriptedCharacter to fight by your side (sort of an inpromptu CoOp player). Just bring down the console (~) and type: "comrade <CharacterName> <optional bFavWeapon> <optional bFullAmmo>"

          Examples:
          comrade brock
          Gives you Brock, with a ShieldGun and an AssaultRifle.
          comrade isis true
          Gives you Isis, with (I believe) a RocketLauncher, ShieldGun and AssaultRifle.
          comrade gorge true true
          Gives you Gorge, with either a RL, Shock or Link (as he has no weapon preference) and he gets full ammo with it, plus ShieldGun and AssaultRifle.

          For mappers, simply place them (or spawn using CreatureFactory) and give them some WeaponPickups and AmmoPickups in reverse order. IOW, they will use the Ammo and Weapons listed last on their GoodieDrop array first. When that weapon is depleated, they will take the next to last weapon, and so on.

          I think I have an old image that explains things pretty well. It's posted HERE on UnrealPlayground.
          Mmk. Thanks a lot for the answer!

          Comment


            #50
            Whoops. I just read that again. I should have been specific and said,
            ...ScriptedCharacters (not being Bots) do not take Bot Orders (like "Take the Flag" and "Hold Position")...
            They do still take ScriptedMonster Orders like "Patroling", "Ambushing", "Guarding" and "Waiting".

            Hope that helped.

            Comment


              #51
              Even better. Thanks!

              Comment


                #52
                OSMT v1.4 released

                (v1.3 was released internally for testing only)

                Here are the updates:

                ScriptedActions added:

                - ACTION_GiveGoodie : Equips ScriptedMonsters with additional GoodieDrop array Pickups.
                - ACTION_SetEnemy : Selectively sets the Enemy of a ScriptedMonster.

                What works:

                - Following creatures will threaten but likely remain loyal to Player leaders, even after repeated friendly fire hits.
                - Fixed Poison to prevent reduced damage on lower game difficulties.
                - Fixed Poison actors to only damage once per second.
                - Fixed Dummy to stay in-game by removing the Texture property instead of using bHidden.
                - Fixed GiantGasbags spitting out smaller Gasbags online.
                - Fixed Mantas online to begin animating at map start.
                - Fixed Brute to play sleeping sounds only when sleeping.
                - Fixed Brutes, Skaarj and Warlords online to play footsteps & wingbeats.
                - Fixed ScriptedCharacters online to stop firing and to display as PlacedCharacterName.
                - Fixed miscellaneous online client warning logs.
                - Fixed OSM Adventure to prevent pausing online.
                - Fixed OSM Adventure Server Rules options display.


                Last update of the year. Perhaps the last update for a while.

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                  #53
                  Nice one, grabbing now.

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                    #54
                    when i summon vehicles in game in the OSM gametype it won't let me use them (not even giveing me a locked message) does this happen with vehicles already in the map? because it would be cool too have a map with a section where the players say comenders a tank and goes about blowing stuff up or one where he takes a hellbender and quickly runs threw a corse with people shooting at him, staying alive only because they can't hit him

                    Comment


                      #55
                      Summoning vehicles (console command "summon") is the problem here.

                      OSM Adventure does allow vehicles (and turrets), but as a mapper, you'll want to use the included TeamVehicleFactory. Among other things, it can unlock the vehicles.

                      Agreed, vehicles in this story-driven gametype is very cool.

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                        #56
                        my compliments to the creator, thsi looks freaking awsome

                        Comment


                          #57
                          Originally posted by Shadow_sniper View Post
                          my compliments to the creator, (this) looks freaking awsome
                          Thank you for your kind words. I hope you get a chance to see the maps already made for it.

                          Here is a link to bookmark that will list all available OSM Adventure maps on UnrealPlayground:
                          http://www.unrealplayground.com/foru...p?do=cat&id=18

                          In case you don't want to sign up on UP (it's free), UT200xFiles has some OSM maps available, like OSM-Gauntlet.

                          And I hope to see more non-OSM Adventure maps made using the toolset, like DM, BR, DDOM, ONS, etc.

                          There's more links if you read through this thread and search on the UnrealPlayground Old Skool Monsta Toolz subforum or wiki page.

                          I can't wait to see UnrealEd 4.0 so I can plan on OSMT v2.0.

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                            #58
                            Just a heads up, because I know CoOp maps are highly requested:

                            Lord_Simeon just released a new map that represents the first released CoOp-enabled OSM Adventure! (Woohoo!)

                            Download from UnrealPlayground (requires their free registration):
                            OSM-NanoClean

                            When I find links to servers running this map, download mirrors or other OSM Adventure maps, I'll post them.

                            Thanks, Lord_Simeon!

                            Comment


                              #59
                              I can't wait to see UnrealEd 4.0 so I can plan on OSMT v2.0
                              Really, really hope you do.

                              To those who are interested, the Save / Load feature is looking promising.. would be an excellent addition. There's also a flash movie showing it off.

                              Comment


                                #60
                                And this is now on....mod bt or something

                                anyway SuperApe Rules, Verson 1.5 or something is comming soon ^_^
                                and a new map sooner or later, i'm working on it hard.

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