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

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    Quick question, with version 004 I could kill one of the monsters by using the code:

    Code:
    BC.Pawn.TakeDamage(10000,BC,BC.Pawn.Location,Vect(0,0,0),class'UTDmgType_Redeemer');
    Where BC is a UTBot class. I can still log it's health, and after doing the command, the health is still 100. What changed in version 005?

    I can kill them by doing this:

    Code:
    BC.Pawn.KilledBy( BC.Pawn );
    but that just kills them. With the TakeDamage type as Redeemer, they explode all over, which is much more visually pleasing


    *EDIT*

    ok, Found it, where you added:

    Code:
    	// ignore monster to monster damage
    	if (InvMonsterController(EventInstigator) != none)
    	{
    		return;
    	}
    I just need to have something else cause the damage. Using None as the instigator worked fine.

    Comment


      I change map name WAR to DM and playing vehicle Invasion now

      it works ok for me
      try it

      Comment


        On the WAR objective stuff, I must say there aren't many options without turning it into Warfare itself.

        Barricades would be pretty trivial, take them or leave them.

        PowerCores would serve no purpose except to ensure vehicles spawning at home base.

        PowerNodes could-- Oooooh! Powernodes could be reset at the beginning of each wave, and all the players are sent back to the home base. This helps remove the ever-present every-man-for-himself atmosphere. That or annoy the hell out of the players. Oh, and keep the Orb in; it'd still have much use if the nodes are reset each wave.

        FLaGs are purposeless as well.

        But yeah, difficult to make things work nicely together without making it outright Warfare.

        By the way, it seems that the bots (all of them) are relatively clueless as to where they're supposed to go in CTF games. Normally I'd suggest making all the monsters head toward red and the bots toward blue, but then they may never collide.

        Well, if it isn't too terribly difficult to do, make a bot AI that has them head toward Blue, and if no one is there, head toward red, and so on. Have the monsters just head toward Red.

        Comment


          In Warfare mode, you could either have the players have to "escape" to the other node by linking all of them together and then having whoever's left make it to the other node and stay there for a certain amount of time. Or you could have player vs. monsters, where the players have to destroy the enemy node to end the wave (which keeps growing and growing).

          Comment


            suggestion!
            make some of the monsters like axon or zombie head dude


            Comment


              I have placed all the files in the right place and all of that. But when i start a game it allows me to collect guns, then when it counts down for the 1st wave to spawn on the last second my UT crashes.
              as this got any thing to do that my publushed folder says unpublished ?
              becuase im playing ut3 on my new pc witch i have not set up to the inet yet

              Comment


                Will you be removing the monsters from the main score screen (F1) ?

                Comment


                  bushbomb: Yep, had to do that to prevent the monsters from slaughtering each other... I would have thought the fact they are on the same 'team' would have stopped it, but it didnt... if you find a better way to achieve the same effect, please let me know.

                  Kohan and Unknown_Target: Thanks for you input... I will see what I can do.

                  Originally posted by Tiberium View Post
                  I have placed all the files in the right place and all of that. But when i start a game it allows me to collect guns, then when it counts down for the 1st wave to spawn on the last second my UT crashes.
                  as this got any thing to do that my publushed folder says unpublished ?
                  becuase im playing ut3 on my new pc witch i have not set up to the inet yet
                  Tiberium, can you please look at the log file? (Dont post the whole file, but maybe a dozen or so lines right before the crash.) Hopefully I can see what is the problem.

                  Originally posted by bushbomb View Post
                  Will you be removing the monsters from the main score screen (F1) ?
                  Yes! Making custom screens for all the scoreboards is on my to do list.

                  I will have most of Saturday/Sunday and Tuesday to work on this, so hopefully I can get some more done.

                  Comment


                    Its a shame epic games didnt have the imagination to include inv in ut3 too... someone else had to do that for them...
                    dude awsome job this is what made me keep away from buyng ut3 and still play ut2k4.
                    Keep up the good work and Thx Again
                    Soon all will be left to do is to include all original satore monsters in it ^^
                    maybe some ut3 rpg and ill make a server xD

                    Comment


                      I hope theres a good reason for this because i realy want to play the mod


                      ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_5 (Tex stream: 0.0173 Secs)
                      ScriptLog: CustomChar - Load Arms: KRAM
                      Log: Begin Async loading packages for Family 'KRAM':
                      Log: - CH_Krall_Arms
                      Log: Flushing async loaders.
                      Log: Family Asset Package Loaded: CH_Krall_Arms_SF
                      Log: CONSTRUCTIONING: LoadFamilyAsset (KRAM) Took: 0.40 secs
                      ScriptLog: Finished creating custom characters in 2.0333 seconds
                      Error: Can't start an online game that hasn't been created
                      ScriptLog: START MATCH
                      ScriptLog: Num Matches Played: 0
                      Log: === Critical error: ===
                      General protection fault!

                      History: Address = 0xb34505 (filename not found)

                      Exit: Executing UObject::StaticShutdownAfterError
                      Exit: Executing UWindowsClient::ShutdownAfterError
                      Exit: Executing UWindowsClient::ShutdownAfterError
                      Exit: UALAudioDevice::ShutdownAfterError
                      Log: Shutting down FaceFX...
                      Log: FaceFX shutdown.
                      Exit: Exiting.
                      Exit: Name subsystem shutting down
                      Uninitialized: Log file closed, 12/28/07 14:23:04

                      Comment


                        I have a suggestion, why not make this Necris themed, since the UT 2k4 Invasion was Skaarj themed? You could make the first wave enforcer and hammer equipped Krall, then later on a bit tougher Krall with better weapons and soon Necris ground infantry and maybe on later levels Necris vehicles?

                        Comment


                          could you change this.....

                          Code:
                          function bool CheckReplacement(Actor Other)
                          {
                          	// unlock all vehicles
                          	if (UTVehicle(Other) != none)
                          	{
                          		UTVehicle(Other).bTeamLocked = false;
                          		UTVehicle(Other).Team = class'UTVehicle'.const.UTVEHICLE_UNSET_TEAM;
                          	}
                          	return true;
                          }
                          to this.....

                          Code:
                          function bool CheckReplacement(Actor Other)
                          {
                          	// unlock all vehicles
                          	if (UTVehicle(Other) != none)
                          	{
                          	    if (!UTVehicle(Other).IsA(UTPawn.HoverboardClass)
                          	    {	    
                              		UTVehicle(Other).bTeamLocked = false;
                              		UTVehicle(Other).Team = class'UTVehicle'.const.UTVEHICLE_UNSET_TEAM;
                          		}
                          	}
                          	return true;
                          }
                          reason being, if I enable hoverboards mid-game, every time I jump on them it says "hijacked". I'm guessing it is because the above part of your code. If it may be something else you coded, let me know or see if it can be tweaked. It has no problem with non-invasion games, so it's something in this mod. It works fine, I can jump on a hoverboard anytime, or disable them and take them all away, but each time I get on it says hijacked.

                          Comment


                            Just played it on Flatwars. I noticed that some monsters love to hide inside the scratching post and sniper the players on the floor ^^ i lol'd hard at those intelligent ******** ^^

                            Comment


                              I've found another bug. The Radar seems to have some faulty calculations. If I'm holding still and I rotate around, the radar also rotates appropriately, but the location of everything sort of warps and distorts (reminds me a lot of an animated GIF I saw of Einstein's General Theory of Relativity). Try it some time.

                              And again, I remind you of the monsters not having a blue overlay at distance, and that making it difficult to locate them, combined with a sabotaged radar.

                              Excellent work though, keep it up; we're all rooting for you.

                              Comment


                                In regards to agressiveness, I think agressiveness could be turned up a little more if the accuracy of the enforcer skele's was turned down some. I like the increased aggressivenes of the melee monsters, makes them more realistic, and anything that fires (like rockets) you can at least try to dodge, but even from a distance the enforcer skeles (in a group) can take all 100 health in like 2 rounds of fire at you. You can come around a corner, and they're so accurate in a group, I'm dead and I didn't even get a chance.

                                Comment

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