Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by godmode0 View Post
    Oke im back from fiew days Prague , back to UT3 :P

    Galtanor what bout 008 ?

    Game without text chat is sucky !
    Hopefully this week. I have one nasty bug left to squash. My friend tells me he has the custom announcements done, so I need check them out and then get them uploaded.

    Comment


      I was finally able to get a screenshot of the mini darkwalker without the orb around him and weapon effect not shown:

      Comment


        Originally posted by instagibbed View Post
        I was finally able to get a screenshot of the mini darkwalker without the orb around him and weapon effect not shown:

        Yep, thats fixed (bubble is slightly different now). I just need to figure out why the laser effect is not replicating.

        Comment


          Originally posted by Galtanor View Post
          Yep, thats fixed (bubble is slightly different now). I just need to figure out why the laser effect is not replicating.
          Cool. It's also not replicating for the Skull that uses the same weapon.

          Comment


            I noticed that once I add VCTF maps to the vote list sometimes the Invasion BattleRPG server no longer accepts new players. Is this a known problem? I solved it for now by removing VCTF maps, but I am wondering if others have similar problems.

            Comment


              Didn't see this mentioned but not keeping up very well with all the notes. The default setup currently has the warmup round turned on. This flag was switched between versions 6 and 7. I thought at first this was related to another mod I had tried, but it was still running when I disabled the mutator.

              I think the flag is something like "bWarmUpRound" and is in the GaltanorsInvasion007.ini file. In case anyone was scratching their head, just thought I would mention.

              Comment


                Originally posted by {UR}Scorpion View Post
                Didn't see this mentioned but not keeping up very well with all the notes. The default setup currently has the warmup round turned on. This flag was switched between versions 6 and 7. I thought at first this was related to another mod I had tried, but it was still running when I disabled the mutator.

                I think the flag is something like "bWarmUpRound" and is in the GaltanorsInvasion007.ini file. In case anyone was scratching their head, just thought I would mention.
                hmmm, I've been updating to the latest versions and never had that change on mine.

                Comment


                  Originally posted by instagibbed View Post
                  Cool. It's also not replicating for the Skull that uses the same weapon.
                  Yep, they use the same weapon. Last night I 'fixed' the issue by completely rewriting the weapon, but it looks like the link beam now. I would still like to see if I can get the Dark Walker beam working instead (it looks better then the arcing Link beam.)

                  Originally posted by BattleMode View Post
                  I noticed that once I add VCTF maps to the vote list sometimes the Invasion BattleRPG server no longer accepts new players. Is this a known problem? I solved it for now by removing VCTF maps, but I am wondering if others have similar problems.
                  I have not seen or heard of this before. The gametype does not treat any of the map types different from the others (aside from disabling the flags/nodes/cores).

                  Originally posted by {UR}Scorpion View Post
                  Didn't see this mentioned but not keeping up very well with all the notes. The default setup currently has the warmup round turned on. This flag was switched between versions 6 and 7. I thought at first this was related to another mod I had tried, but it was still running when I disabled the mutator.

                  I think the flag is something like "bWarmUpRound" and is in the GaltanorsInvasion007.ini file. In case anyone was scratching their head, just thought I would mention.
                  I am quite certain that I did not enable that flag. I do not have my code in front of me atm but I will check it when I get home.

                  Comment


                    Can you add points for winning an invasion? This is mainly for the RPG side to gain experience for winning. Perhaps around 100 or 200 points for winning?

                    Comment


                      Originally posted by instagibbed View Post
                      Can you add points for winning an invasion? This is mainly for the RPG side to gain experience for winning. Perhaps around 100 or 200 points for winning?
                      I can look. Maybe there is a way to notify mutators of events... if not I can see if BattleMode would like to work something out.

                      Edit:
                      Actually, yes. I can send a notification out by calling the mutator chain with Mutate("WaveDefeated", none), then BattleMode's mutator can trap it and update the score/exp.

                      Comment


                        Very strange indeed regarding the bWarmupRound=False line in the INI file. I have gone back through my original copies and they are all set to "false". I first noticed it after installing and then de-installing the CustomUTv1a mutator. That one broke most everything with BattleRPG and Invasion.

                        After I removed the mutator, players were still getting the warmup round. So, that is when I found the flag set to "True". Maybe I am just going nuts and swapped it myself. In any case, learned something new.

                        Comment


                          The Vehicle Replacement Mutator (http://utforums.epicgames.com/showthread.php?t=600763) doesn't work with Galt's invasion - it removes the vehicles you are trying to replace without adding a replacement vehicle. Any ideas how to get this working with your invasion? I asked the same question in the referenced thread.

                          Comment


                            Originally posted by N4X View Post
                            The Vehicle Replacement Mutator (http://utforums.epicgames.com/showthread.php?t=600763) doesn't work with Galt's invasion - it removes the vehicles you are trying to replace without adding a replacement vehicle. Any ideas how to get this working with your invasion? I asked the same question in the referenced thread.
                            I will have to look at it. The only thing I do with vehicles right now is disable to vehicle factories at the blue flag/power core (to keep the monsters from getting hung up on some of them), and spawn one for the DarkWalkers.

                            I will have version 008 out this evening. If this is something I can fix I will try to include it.

                            Comment


                              Originally posted by Galtanor View Post
                              I will have to look at it. The only thing I do with vehicles right now is disable to vehicle factories at the blue flag/power core (to keep the monsters from getting hung up on some of them), and spawn one for the DarkWalkers.

                              I will have version 008 out this evening. If this is something I can fix I will try to include it.
                              Thanks for looking in to it. I forgot to mention in the previous post that my friends and I think this mod is a blast and play it more than we play anything else. Keep up the good work.

                              Comment


                                You rock Galantor^^, Ill look forward to see new stuff.

                                Comment

                                Working...
                                X