Works very nice online! Packages pushed and the animations all seem to work beautifully. The mice even have their matching textures on. Great job, thank you for the update!
[*]Added an EXEC command, WaveJump. It allows the Admin to jump the Invasion to a specific wave.[*]Added an EXEC command, EndWave. It allows the Admin to stop any more monsters from spawning in the current wave (making it end).[/LIST]
I could not get these to work (did an adminlogin, tried these commands). Am I missing something here? I tried in a client+server setup.
I could not get these to work (did an adminlogin, tried these commands). Am I missing something here? I tried in a client+server setup.
You are probably not missing anything. I did them as a test (altho an earlier attempt was supposedly working, I never got any complaints.) Basically once you are in the game as an admin go to the command console and type (with out quotes) "EndWave" or "WaveJump #" (where # is the number of the wave you want to jump to.) It works fine on single player, I will have to test on my server and see if there are any problems on networking.
EDIT: I just tested it, worked fine on my test server. You do need to be in game and login as the admin using "AdminLogin <password>" on the console line. Once you are in, the "EndWave" or "WaveJump #" should work. And yes, there is no "admin" prefix on those... I do fairly extensive checking to make sure they are only executable by the admin tho.
Nice, the Mother bug is very cool, i expected him to be bigger though.
Like all vehicle monsters, there are 2 versions... the outdoor one and the indoor one. The outdoor one is the NightShade vehicle and the indoor one is a oversized mining bot with a green shimmer texture. If you are seeing the smaller one, its probably because the map you are on has no vehicle spawns.
You are probably not missing anything. I did them as a test (altho an earlier attempt was supposedly working, I never got any complaints.) Basically once you are in the game as an admin go to the command console and type (with out quotes) "EndWave" or "WaveJump #" (where # is the number of the wave you want to jump to.) It works fine on single player, I will have to test on my server and see if there are any problems on networking.
I think I did exactly what you are describing here in networked mode. But nothing seemed to happen.
Dear Galtanor:
Before you retire, is there a chance that if you ever make next version for invasion there will be an INI where all custom monsters could be stored ?
I think I did exactly what you are describing here in networked mode. But nothing seemed to happen.
You don not get any messages when it succeeds (I will add something in...) But if you enter "WaveJump 5" for example, you should see the wave number on the display change.
Dear Galtanor:
Before you retire, is there a chance that if you ever make next version for invasion there will be an INI where all custom monsters could be stored ?
Not sure what you are asking for. There is no "ini" file that defines the monsters. They are all defined in code.
You don not get any messages when it succeeds (I will add something in...) But if you enter "WaveJump 5" for example, you should see the wave number on the display change.
Not sure what you are asking for. There is no "ini" file that defines the monsters. They are all defined in code.
- Galtanor
Exactly
So i was thinking if there is a way to code it so it would take monsters from INI files instead of encoding them into the mutator it self. Like Satore Monsters Pack for ut2004
So i was thinking if there is a way to code it so it would take monsters from INI files instead of encoding them into the mutator it self. Like Satore Monsters Pack for ut2004
Actually Satore works the same way as Galtanor. You need to create code for monsters. The only thing the INI does is telling Invasion where it can find the code (classes) for the monsters.
BTW I did some more testing with EndWave or WaveJump #. Cannot get those to work. I am suspecting that BattleRPG might be the problem. Since BattleRPG is compiled with Galtanor V011 perhaps somehow the Exec functions do not get executed.
Galtanor
Can you post a source code before you go ?
That way someone might take over and improve it later, because even now it still doesnt feel like invasion.
I mean its way better than the other invasion game type but still something is just not right. It could be RPG am not sure.
Oh yeah !! about maps for your game type.
Blue stands for monster team and red for players, so what if i place a regular playerstart, who will spawn at that point ?
I think folks are confused. He's not retiring or giving up:
Originally posted by Galtanor
By the end of next month I want to have this mod polished off. (I may move it to the Final releases forum, dunno yet). The deadline for phase 1 of the Make Something Unreal contest (that includes GameTypes) I believe is on June 27. If, and that is a big if, I win, I will endeavor to share with those who have made significant contributions
I believe he just wants a sufficiently stable release so it can get out of beta and ready for the contest. This doesn't mean that he can't or won't improve on it as time goes by.
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