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Damage Amplifier.

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    Damage Amplifier.

    1.Name: Damage Amplifier.
    2.Version: published 06/01/07.
    3.Compatibility: UT03/UT04.
    4.Description: Amplifies all damage given/received by an adjustable value between x0.1 and x10 (in percentage, 10% to 1000%).
    5.Credits: Me (Teg), and INIQUITOUS for compiling it when my compiler wasn't working.
    6.Download: http://files.filefront.com//;6481128;;/

    NOTE!: if the value is over a certain value, 1.4ish I think, the LG does more than 100 points of damage, effectively making it an instagib weapon to unshielded foes. The default is 1.5 because this is what UT99's hardcore mode did. 1.33 is good without making the LG too powerful.

    Hope you enjoy this mut!

    Thanks again to INIQUITOUS for compiling it.

    #2
    I also made it add itself automatically to serverpackages.

    a nice idea and a nice little mut.

    Comment


      #3
      well done, all that's left to do is to make a customizable mut for FIRE RATE!!!!!!!!!!!!!!!!!!! MUAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!! *ahem* sorry, just went a bit insane there...*twitch* *twitch*

      Comment


        #4
        About time we had a stand-alone damage mutator.

        Comment


          #5
          Is it possible to have the bots have a certain amplification level, and the humans another? It'd be a great trainer mut to have, say, bots do 1.2 while the player only does .8, for example. Get used to playing that way, and the usual conditions will feel far more favorable.

          Comment


            #6
            It should be easy enough to implement using gamerules.

            Comment


              #7
              Originally posted by Teg View Post
              for compiling it when my compiler wasn't working
              Eh? Were you using a third-party program or a command prompt?

              Comment


                #8
                Originally posted by Hedge-o-Matic View Post
                Is it possible to have the bots have a certain amplification level, and the humans another? It'd be a great trainer mut to have, say, bots do 1.2 while the player only does .8, for example. Get used to playing that way, and the usual conditions will feel far more favorable.
                That would be a nice feature to implement. It would definitely get me to use this mutator. I didn't really like the fact that the bots and I had the amount of damage amplification ... when playing purely for fun it would be cool to have the bots have zero damage amplification while I up mine just a bit. I would really like to see that if possible.

                Comment


                  #9
                  how much does a redeamer do at 1000%
                  o.o

                  Comment


                    #10
                    AAAH!! seven replies since I last looked!

                    Originally posted by shadow21 View Post
                    well done, all that's left to do is to make a customizable mut for FIRE RATE!!!!!!!!!!!!!!!!!!! MUAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!! *ahem* sorry, just went a bit insane there...*twitch* *twitch*
                    Nah, only the damage is adjustable, however if you want fast fire, you could use the gamespeed mut. OK, it make everything faster, but it still make gameplay mad(er). P.S. Less coffee.

                    Originally posted by Kyllian View Post
                    Eh? Were you using a third-party program or a command prompt?
                    I used Umake, but it wasn't being friendly at the time.

                    Originally posted by Sarge-David View Post
                    how much does a redeemer do at 1000%
                    o.o
                    Too much.

                    Originally posted by Hedge-o-Matic View Post
                    Is it possible to have the bots have a certain amplification level, and the humans another? It'd be a great trainer mut to have, say, bots do 1.2 while the player only does .8, for example. Get used to playing that way, and the usual conditions will feel far more favourable.
                    Maybe... DamAmp affects a property in xpawn, and I suppose you could add a separate value to be applied to the 'player' class, but I'm not sure if there is a separate player class. If you applied a separate value to bots, it wouldn't change damage received by turrets, AS objectives, ONS nodes/cores, etc. Also, DamAmp doesn't change the damage given, it change the damage received. Go to this thread to see the code of the mutator. Advice on how to make DamAmp have separate values for bots is more than welcome.

                    Comment


                      #11
                      Something along this will do;

                      Code:
                      Class DamageMutator extends Mutator;
                      
                      var globalconfig float BotAlter;
                      var globalconfig float PlayerAlter;
                      
                      function PostBeginPlay()
                      {
                      	local HitStuff G;
                      
                      	Super.PostBeginPlay();
                      	G = spawn(class'HitStuff');
                              G.MyMutator = self;
                      
                      	if ( Level.Game.GameRulesModifiers == None )
                      		Level.Game.GameRulesModifiers = G;
                      	else
                      		Level.Game.GameRulesModifiers.AddGameRules(G);
                      }
                      static function FillPlayInfo(PlayInfo PlayInfo)
                      {
                      Super.FillPlayInfo(PlayInfo);
                      
                      PlayInfo.AddSetting(default.RulesGroup, "BotAlter", "Amplify bot damage by", 0, 1, "Text", "8;0.1:10.0");
                      PlayInfo.AddSetting(default.RulesGroup, "PlayerAlter", "Amplify player damage by", 0, 1, "Text", "8;0.1:10.0");
                      }
                      
                      defaultproperties
                      {
                           GroupName="Damage Scaling"
                           FriendlyName="Damage Scaling"
                           Description="Players and bots damagescaling."
                      }
                      Code:
                      //=================================================
                      //Scalable Damage stuff for bots and players.   
                      //=================================================
                      
                      class HitStuff extends GameRules;
                      
                      var damagemutator mymutator;
                      
                      function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
                      {
                      
                      if((instigatedby != None)  && ( Controller(InstigatedBy.Controller) != None )
                      	    ( class<WeaponDamageType>(DamageType) != None || class<VehicleDamageType>(DamageType) != None ))
                      {
                      if(damage > 0)//Only damage altering if hurting stuff
                      {
                         if (PlayerController(instigatedby.Controller)) != None)//Hitstuff for Players
                         {
                         Damage = Damage * Mymutator.PlayerAlter;
                         }
                         if (ScriptedController(instigatedby.Controller)) != None)//Hitstuff for Bots
                         {
                         Damage = Damage * Mymutator.BotAlter;
                         }
                      }
                      }
                      
                         if ( NextGameRules != None )
                            {
                               return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType );
                            }
                         else
                            {
                               return Damage;
                            }
                      
                      }
                      
                      defaultproperties
                      {
                      }
                      Or you can modify this function like so;

                      Code:
                      function ModifyPlayer(Pawn Other)
                      {
                      local xPawn xp;
                      
                      Super.ModifyPlayer(Other);
                      
                      xp = xPawn(Other);
                      if(xp == None)
                      return;
                      if(PLayerController(xp.Controller) != None)
                      {
                      xp.DamageScaling = PlayerMultiplyDamageBy;
                      }
                      if(ScriptedController(xp.Controller) != None)
                      {
                      xp.DamageScaling = botMultiplyDamageBy;
                      }
                      }

                      Comment


                        #12
                        Originally posted by Lord_Buggy View Post
                        Something along this will do;

                        code

                        code

                        more code
                        err... duh? I don't actually know that much about programming in unreal. DamAmp was, to be honest, made up out of cut-and-pasted bits of other muts, then I stuck in DamageScaling. I know what each bit does, I think, but I don't know how it all works.

                        I do understand your second suggestion, though I think your first suggestion is better. If anyone fuels like modding the mut (sounds like a song title), feel free.

                        Comment


                          #13
                          Originally posted by Hedge-o-Matic View Post
                          Is it possible to have the bots have a certain amplification level, and the humans another? It'd be a great trainer mut to have, say, bots do 1.2 while the player only does .8, for example. Get used to playing that way, and the usual conditions will feel far more favorable.
                          Just noticed someone else beat me to it: Bot/Pawn Config.

                          Comment


                            #14
                            Sweet! thanks for the heads-up!

                            Comment


                              #15
                              Can i make it so just makes the assault rifle more better? it pathetic-ness is really getting me down...

                              Comment

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