Very nice gametype! Boss waves are cool, plus it plays as vehicle invasion if you play on a map with vehicles.
One small improvement I can think of, is a wider botlist, like being able to use all the bots. Instead of just Gorge, Cannonball etc...
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Invasion X
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vectoravtech repliedThis is a realy amazing mod but we installed it and for some reason when we get hit the screen spins and you can't get out of it unless you press F4, but you cant aim at anything or reconnect. Is there a fix for this or even something to thwart the games attempt to spin the screen?
I think if the combined hit force of the monsters reaches a damage above 1000 then the screen spins. Is this correct and how do I stop this from happening?
Wormbo the UT3 jailbreak coder from beyondunreal replied with this: Disable rotation lock in Anti TCC. And while you're at it, disable fake players as well, they hurt the framerate more than anything else in maps with open areas.
Dots informed me the old version of Anti TCC causes this spinning screen to happen.
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{TARD}-C3nT repliedAnother thing that is kinda annoying is that ghost and denial don't work with invasion x
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gopostal repliedI'm curious, is there a way to speed up the spawn rate of the monsters?
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<RfdS>GAFFA repliedOriginally posted by AndrewofDoom View PostActually, it's during the boss fight, not on the boss wave. Makes a big difference.
And with the RPG stuff, there seems to be conflicts of some sort that aren't logged for some reason or another...
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.:..: repliedOriginally posted by akstylish View PostAlso, I don't understand why this as well as monster manager can't find all the monster models I have automatically(without listing them in .ini file) That would make the mutator 10000% better.
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akstylish repliedCould you add more options for boss configuration like scale and damage?(if there's gonna be another release)
Also, I don't understand why this as well as monster manager can't find all the monster models I have automatically(without listing them in .ini file) That would make the mutator 10000% better.
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AndrewofDoom repliedOriginally posted by <RfdS>GAFFA View Postalso if you reconect on a boss wave after dying your back in the game
And with the RPG stuff, there seems to be conflicts of some sort that aren't logged for some reason or another...
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<RfdS>GAFFA repliedproblem with Healing weapons and Invasion X doing weird stuff on a server your admin too with andrew and lazy
any ideas?
also if you reconect on a boss wave after dying your back in the game
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gopostal repliedGuys I'm messing with Invasion X working with a custom rpg i use. Is there ANY way to configure the ini without copying and pasting? It's such a pain.
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Dark Kontroll repliedOriginally posted by <RfdS>GAFFA View Postin the .ini it has options to change it
[UnrealGame.UnrealMPGameInfo]
BotMode=4
MinPlayers=8
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<RfdS>GAFFA repliedin the .ini it has options to change it
[UnrealGame.UnrealMPGameInfo]
BotMode=4
MinPlayers=8
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Dark Kontroll repliedhow i can change the number of bots/players? is this posible?
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.:..: repliedOriginally posted by {TARD}-C3nT View Postbeen getting this gpf,thought i would post it for ya
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2250 MHz with 2046MB RAM
Video: NVIDIA GeForce 6800 GT (6921)
General protection fault!
History: UStruct::SerializeBin <- (Class InvasionX.InvasionXAWaveConfig ReplicationActor[0]) <- UObject::Serialize <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- TestReach <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4GUIController PersistentStack[0]) <- UObject::Serialize <- (UT2K4GUIController Package.UT2K4GUIController) <- TestReach <- (UT2K4GUIController Package.UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Serialize <- (STY2TextLabel Package.STY2TextLabel) <- TestReach <- (STY2TextLabel Package.STY2TextLabel) <- UStruct::SerializeBin <- (Class GUI2K4.AltSectionBackground CaptionStyle[0]) <- UObject::Serialize <- (AltSectionBackground Package.AltSectionBackground) <- TestReach <- (AltSectionBackground Package.AltSectionBackground) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4InGameChat sb_Main[0]) <- UObject::Serialize <- (UT2K4InGameChat Package.UT2K4InGameChat) <- TestReach <- (UT2K4InGameChat Package.UT2K4InGameChat) <- UStruct::SerializeBin <- (Class XInterface.ExtendedConsole __OnChat__Delegate[0]) <- UObject::Serialize <- (ExtendedConsole Package.ExtendedConsole) <- TestReach <- (ExtendedConsole Package.ExtendedConsole) <- UStruct::SerializeBin <- (Class Engine.HUD PlayerConsole[0]) <- UObject::Serialize <- (HUD Entry.HUD) <- AActor::Serialize <- TestReach <- (HUD Entry.HUD) <- UStruct::SerializeBin <- (Class Engine.PlayerController myHUD[0]) <- UObject::Serialize <- (PlayerController Entry.PlayerController) <- AActor::Serialize <- TestReach <- (PlayerController Entry.PlayerController) <- UStruct::SerializeBin <- (Class Engine.PlayerReplicationInfo Owner[0]) <- UObject::Serialize <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- AActor::Serialize <- TestReach <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.GameReplicationInfo PRIArray[0]) <- UObject::Serialize <- (GameReplicationInfo Entry.GameReplicationInfo) <- AActor::Serialize <- TestReach <- (GameReplicationInfo Entry.GameReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <- UObject::Serialize <- (LevelInfo Entry.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo Entry.LevelInfo0) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level Entry.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GEntry[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TestReach <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::SerializeRootSet <- UObject::CollectGarbage <- Cleanup <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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