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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]

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    dont ask for feedback here this mod is so dead

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      open the folder where the file is then right klik on it,when the popup window appears, select properties, at the bottom of the properties window you should see atributes if the read only box is checked try removing the check and apply the change..

      hopefully now you should be able to edit the file

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        Originally posted by Bananna_manuk View Post
        open the folder where the file is then right klik on it,when the popup window appears, select properties, at the bottom of the properties window you should see atributes if the read only box is checked try removing the check and apply the change..

        hopefully now you should be able to edit the file
        Thanks, that worked

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          PS3 cook anyone?

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            Will this be available for the ps3? The enemies in this looks sweet. Right now though, isn't there like 3 types of Invasion mods for ut3? Well anyways keep up the good job, and can someone msg me if a ps3 cook of this will be created.

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              AFAIK this mod is not developed anymore. The only one i know of that is constantly being worked on is the RBTT Invasion.

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                Is a ps3 cook possible?

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                  Will there be a cook of this for the ps3?

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                    Does this work for UT3 patch 2.1?

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                      I have had great luck with Galtanor's Invasion with the current patch. The only thing is that it WILL NOT work with map vote. If there is someone out there that has overcome this I would very much like to know how. The other thing I have trouble with is using it with Mapmixer. If I have a session with just GI then it works fine but if I try to add the Invasion gametype into a mix of other game types I cannot get it to work.

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                        So why are vehicles disabled in every map that has vehicles, like VCTF?

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                          There is a setting in the UTGaltanorsInvasion.ini file to disable all vehicles.

                          bDisableAllVehicles=true

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                            Guess I should qualify that by saying I have never tried to change the setting. It must be set to true by default.

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                              Now that this thread has been dug up recently Id like to ask, what faction do I have to choose to get the waves of Darkwalker looking droid things to spawn?

                              Since Ive played multiple rounds of this awesome mod on all sorts of levels and I either get with "random" faction on, waves of the rodents and bunnies or waves of the skeletons and skulls.

                              Never once have I gotten these cool droids as seen in this screenshot from the 1st page.



                              So what setting ,option or faction do I have to choose in the settings to get theses droids to spawn in the ingame waves?

                              Also kudos to xfuture, I myself changed the UTGaltanorsInvasion.ini
                              to allow vehicles and they spawn just perfectly and fine and the bots use them fine to, and Ive been having a blast =D

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                                That is a mech spider (and boy are they tough). You have to modify your ini (either monsters or waves I don't remember off hand). I will try to post a sample from my ini later today because I have them set up on my server. The darkwalker isn't all it's cracked up to be (they are tough) but they are not the vehicle darkwalker like I hoped but rather a skeleton with a force field.

                                I am actually glad this mod is back in the lime light if only for a bit. I love it. It's well done but was never modified to work with the last patches for the game. I am still hopeful that the creator will come out of "retirement" and work on it some more but until then I will enjoy this amazing mod to the fullest.

                                Here is a sample from the UTGaltanorsInvasionWaves.ini. I just modified the first 4 waves of the default wave table at the top by adding different monsters from the UTGaltanorsInvasionMonster.ini file and limited it to 4 waves max. (I limited it because our little group likes to play a variety of game types.)

                                So here are our first 4 waves.

                                WaveTable1=(MaxActive=8,MaxWave=20)
                                WaveTable2=(ClassName=("RocketScientist","GunSling er","HammerKrall"))
                                WaveTable3=(Frequency=(1,1,1))
                                WaveTable1=(MaxActive=6,MaxWave=24,BossClassName=" Demogorgon",MaxBosses=1)
                                WaveTable2=(ClassName=("BioGolem","RocketSkull","G unSlinger","ShockingMouse"))
                                WaveTable3=(Frequency=(1,1,1,1))
                                WaveTable1=(MaxActive=6,MaxWave=28)
                                WaveTable2=(ClassName=("MiniMonkey","Demogorgon"," ShockingMouse","FlakMonkey"))
                                WaveTable3=(Frequency=(1,1,1,1))
                                WaveTable1=(MaxActive=6,MaxWave=32,BossClassName=" DarkWalker",MaxBosses=2)
                                WaveTable2=(ClassName=("MegaMechSpider","FlakMonke y","ObsidianGolem","DollBomb"))
                                WaveTable3=(Frequency=(1,1,1,1))

                                You can set the frequency, max active, maxbosses and total monsters per wave. Very configurable and very well done. This set up gives a pretty decent challenge for 1 to 4 player. Good luck and keep the mod alive!

                                Another note make sure you have Fraeger's and Davidson's Monsters mods installed as well if you want to use the Demogorgon and Doll Bomb.

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