I allready asked him for making this option.
I i am correct, you are talking about Experience table.
Where you get to change how much XP you need before you level up and how much it will increase as you go up.
As far as i remember, its on his TO DO list
hmmm, good to hear. I tried to offer a quick suggestion that he can add in about 1 minute, so maybe he can just add it in. I like his scaling how it gets hard after level 100 a lot, but I want it all to be at least double the exp per level. In one night I got up to level 50 or so
hmmm, good to hear. I tried to offer a quick suggestion that he can add in about 1 minute, so maybe he can just add it in. I like his scaling how it gets hard after level 100 a lot, but I want it all to be at least double the exp per level. In one night I got up to level 50 or so
True, i am lvl 104 right now and the and i need to get 7000 XP already which is insane. But oh well
LOL i wonder how much XP will i need when i get to 105
That is if i ever get there HEHE
Is it possible to incorporate a way to change the scoring? Reason I ask is, I want to make some tiny monsters in a swarm, however to count, they need a scoring value of 1 at least, but the invasion Krall monsters are also 1. I think Galtanor added an option to change the scoring value of monsters, but if I increase some of them, I don't want people to be able to level even faster. You may have a better idea, but off hand, maybe a config variable like PercentOfDefaultExperienceToLevel = 100
Then, where you change the exp to scale higher for higher levels, you could just multiply the typical value times (PercentOfDefaultExperienceToLevel / 100). Then someone could make it twice as hard to level or half as easy. As is, players find it a ways too easy to level in invasion.
If I understand what you are asking for it would be very similiar to the way current RPG is set in 2K4. You either have a multiplier that you can scale for the points for the next level or you can actually add each and every one individually.
These two values are used in 2k4. They control how the increase is calculated. Either a fixed amount of percentage.
InfiniteReqEXPOp=0
InfiniteReqEXPValue=4
The other is to enter specifically how many points it will take for each level like below.
Levels=45
Levels=54
Levels=64
Levels=77
Levels=93
This would certainly be a nice addition. The greater the options you have to configure the greater the ability to make each server unique. Hope this is what you were getting at.
I have actually added to the post over at BattleRPG with a question on whether that would be addressed. The discussion here was probably more for clarity and information. Making sure we are talking about the same thing.
yeah, I know, the screenshots are too big, but on the bright side, a few more minutes and I'm sure we'll be on the next page.
Anyways, this is a test monster and I finally got it all working, lots of robot parts exploding when they die. Info:
Damage: 5-10 / hit
Speed: like a hoverboard
Health: 50
Aggressiveness: High
Tactics: High
optional health regen
optional jump ability
optional fly ability
Wow sweet
Hey man, can you please give me some kind of tutorial on monster making ?
I would love to recreate UT2004 monsters for UT3 invasion as i recreate maps, like
Face Classic for CTF and around 5-6 maps for invasion :like watch your back or Crazy trans jumpers and more
Man please help me out, i just cant find any info on that anywhere. Even editors choice game edition DVD set will not explane anything
Very very nice, bushbomb. Hopefully my convoluted nofamily pawn code was not too complicated to figure out
If you would like it included in the next version, you have my email address. Of course, you are always welcome to start your own "monster pack" if that is what you wish.
Wow sweet
Hey man, can you please give me some kind of tutorial on monster making ?
I would love to recreate UT2004 monsters for UT3 invasion as i recreate maps, like
Face Classic for CTF and around 5-6 maps for invasion :like watch your back or Crazy trans jumpers and more
Man please help me out, i just cant find any info on that anywhere. Even editors choice game edition DVD set will not explane anything
Its not easy, the biggest problem is going to be getting (or making) monster meshes. If they are roughly humanoid, you can tie them to the existing skeletons and use the built-in animation routines... otherwise you are stuck animating them. The code to actually get them in game is fairly trivial. One of these days I need to get around to documenting my classes in the gametype.
its not easy, the biggest problem is going to be getting (or making) monster meshes. If they are roughly humanoid, you can tie them to the existing skeletons and use the built-in animation routines... otherwise you are stuck animating them. The code to actually get them in game is fairly trivial. One of these days I need to get around to documenting my classes in the gametype.
- Galtanor[/QUOTE]
Mesh is not a problem for me, i am a 3dsmax fan for years.
So once the model is done, i use actorx to export PSK
Once i import the PSK to editor, i can put it into the game and aply any costum animation i made with it to use in the map, but to make it playable in ut3 is a mistery.
I have character references for humanoid models that can be found on filefront.com, but thats useless with monsters because animations are custom.
I have no problem creatin animation tracks for monsters and exporting them one by one and loading them in unreadED, but there must be something else missing that i have no idea about.
The only thing i figured how to make skins was back in ut2004.
Other than that, i need some help.
Very very nice, bushbomb. Hopefully my convoluted nofamily pawn code was not too complicated to figure out
If you would like it included in the next version, you have my email address. Of course, you are always welcome to start your own "monster pack" if that is what you wish.
With no abilities in the mesh/animation world, I'll stick to the coding side...no monster packs for me I e-mailed the code for 2 bugs, one that is smaller and dives in quick for an attack when it's ready, and the one shown above. Play with the health/damage to make it feel balanced with other monsters, but it's enough to get started. The tricky part was getting the monster to explode into gibs when it dies since it has no death animation and would just leave a ghosted mesh for 5-10 seconds, but simple now that I figured it out.
What I'd like is if someone can figure out how to get a good ole gasbag and a brute in there...the code can't be too hard since satore included the source for all his stuff. Someone will need to figure out how to create them in 3d and add the animations though.
how about this cow ?
I know we had nally cows but this is a cow LOL
Anyway i am stuck with this cow and not sure if i need to make any more cool anim sequences for it unless someone help me.
I need to know how does unrealed knows what bone or helper moves everything at once so it can have walking or i am just SO lost aaaaaaaaaaaa
actually the cow would be a good idea to put in...the only bad thing is how to animate it where it humps the player to death like the nali cows did..LOL that would be funny to see though.or it could shoot rockets out it's butt..
lol shooting rockets from its "s" would be hella funny HE HE
In fact, its *** has an extra bone to move it around which will help for shooting animation.
Its just that i am not sure how to work with custom animations and how to make sure that hit animation activates when the cow gets hit and so on
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