View unanswered posts | View active topics It is currently Wed Oct 23, 2019 2:44 am



Reply to topic  [ 51 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
 New coding/mods 
Author Message
Site Admin
Site Admin

Joined: Fri Aug 21, 2009 4:59 am
Posts: 2589
Post 
I am pretty sure it can be done. I've seen it done before. (not on a map to map basis, running a mutator)

_________________
Like this site? Consider a donation to help with server costs.


Sun Nov 09, 2008 1:56 am
Profile WWW
BANNED

Joined: Mon Aug 11, 2008 10:44 am
Posts: 811
Location: Coos Bay Oregon
Post 
OK Skillz here is where I'm at. I sent you the antiboost package but it won't work in monsterhunt with bots :meh: The menus and stuff are fine, and it loads but it won't override the movement vectoring. Let me know when you will be around later and I run a testservers and see if it is just not working for bots.

I have looked for a simple radar to add to the hud, but I can't find one anywhere. Does anyone know of a mod that has one I could ask to use?

You are correct about the pinata too. Man, I am running up against so many walls here. MH is really, really tough to mod for. I'm going to have to take some time and study the MH source. These mods should be working out of the box, but something in the MH is altering the standard definitions and preventing them from doing what they do. :bash:


Sun Nov 09, 2008 10:49 am
Profile

Joined: Tue Aug 26, 2008 6:21 pm
Posts: 192
Location: Kansas, USA
Post 
I just stumbled into this thread and I noticed you were looking for a way to prevent multi-pickups of various items. I did just that in my mutator RextendedCTF 2-4. It prevents multiple pickups of the UT_JumpBoots, UT_Shieldbelt, UT_Invisibility, UDamage, and a few options to adjust armor pickups.

Snag it here: http://www.ut-slv.com/forum/viewtopic.php?f=20&t=2698
It's called Rextended CTF, because it was mainly for CTF, but these pickup features work outside of CTF.

I failed on bot support, so bots try to grab them when they aren't allowed to, though.

I could create a custom version to allow for the old Unreal pickups as well, if you'd like.


Mon Nov 10, 2008 2:22 am
Profile WWW
BANNED

Joined: Mon Aug 11, 2008 10:44 am
Posts: 811
Location: Coos Bay Oregon
Post 
I'm almost sure it will need recoding to work, but I would very much appreciate your permission to include it inside the updated game. I can do the code change or show you what's going on in MH and you can do it if you'd rather. Is MSull the maker of noSLVpickup? I actually got permission from him to extend his mod into MH and do pretty much exactly what you did already (yay it's done!) so that is just too cool for you to offer! :bigthumb:

The difficulty with Monster Hunt is it reclasses some things of the Player.Player to Player.aPlayer like the personal inventory. This break a lot of mods from working (a la pinata) and I'm having a devil of a time getting them to hook. Also at times, the map defaults seem to override the mods if there is a conflict. I'm not sure of this is a normal UT99 problem as I haven't mapped enough in UT.

I did manage to fix antiboost and it is on server 2, along with a ghost camping effect that allows players to pass through you after you remain idle for a configurable period. I did this because I watched a player block the hallway in Andromeda where the first pupae pit is, trying to force a mapvote. Now if someone does that, they will become transparent and other players will be able to just run through them. Monsters however can still damage you (and will) because otherwise you could just sit still, ghost up, and heal whenever you wanted.
I'm cleaning up the code this week on that, as it's still putting some accessed none's out :meh: Also the personal menu on choosing antiboost per player is not perfect and needs some tweaking. You can turn your own boost on and off but the actual input for that is not easy enough to do. Adding that along with the ability for an admin to globally alter boost in-game has been challenging.

I'd like to add your pickup block as the next step, if you are OK with it. Don't know your schedule, but if you'd like to jump in on this mod package I could use the help. Ideally I'd like to code this in several blocks then when it's all done package everything into one single .u with a configurable ini that controls all admin side. So far, I have done the mods above and also repackaged the MH mod itself into a custom one called PMHMH.u (for now). I understand the naming convention Shrimp has put forth on modding of MH, so rest assured that is simply a placeholder name until things are final. When it's done, I'm sure Skillz will honor that. I wanted something easy to alter for now as the alpha versions start to take shape.


Mon Nov 10, 2008 8:17 am
Profile

Joined: Mon Jun 30, 2008 10:59 am
Posts: 154
Location: belgium
Post 
here is the destination unreal Monsterhunt version this has a integrated radar *link removed*

_________________
www.blizz.planetmonsterhunt.com for my maps and other stuff
http://www.1000mphstudios.co.cc/forum UT Development Team
Image


Mon Nov 10, 2008 10:11 am
Profile

Joined: Tue Aug 26, 2008 6:21 pm
Posts: 192
Location: Kansas, USA
Post 
Yeah, you can use my mutator for a base aslong as I get credit somewhere. I don't know if I have time to work on it any, though.

MSuLL did make the NoSLPickup, he recently did an update to it to allow for bot support. here (Basically telling bots to fear the spot)


Mon Nov 10, 2008 3:36 pm
Profile WWW
BANNED

Joined: Mon Aug 11, 2008 10:44 am
Posts: 811
Location: Coos Bay Oregon
Post 
Sure, I'll have a list of giant's shoulders I stood upon to get this done :)

Is it OK if I strip out some of the unneeded CTF stuff? I'd like to make it simply a limiter on pickups and nothing else (at this point). Thanks for considering helping, but I totally understand that things get hectic and busy.

Thanks for the permission too. Sharing is really cool.


Mon Nov 10, 2008 8:10 pm
Profile

Joined: Tue Aug 26, 2008 6:21 pm
Posts: 192
Location: Kansas, USA
Post 
gopostal wrote:
Is it OK if I strip out some of the unneeded CTF stuff? I'd like to make it simply a limiter on pickups and nothing else (at this point). Thanks for considering helping, but I totally understand that things get hectic and busy.
Yeah, do whatever is needed to make this work in MH. There is no need to keep anything that won't be used, scrap whatever you wish. (Of course name it something different to prevent mismatches.)

I'm glad I could be of assistance, I can't wait to see this full mutator working in action!


Tue Nov 11, 2008 11:56 am
Profile WWW
BANNED

Joined: Mon Aug 11, 2008 10:44 am
Posts: 811
Location: Coos Bay Oregon
Post 
Man, I really appreciate it. That will save me a load of testing and work.

I'm seeing this is going to be something of a longer term project. MH is really tough to work in but I'm having a blast figuring things out. I love stuff like this.

I am keeping a nice list of people who I have used snippets of code from and what the mod was and where to get it. The readme will include everything, as proper credit is something important. Most coders could care less for wealth but a simple "thank you" means the world.


Tue Nov 11, 2008 12:03 pm
Profile

Joined: Fri Oct 17, 2008 3:00 am
Posts: 120
Location: Tulsa Oklahoma USA
Post Thats a great idea
thats a great idea about improving our Monster hunt server :cool: :lol:

_________________
I'm telling you dude right now thres a piece of piss in your girlfriends mouth!!!


Tue Nov 11, 2008 12:27 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 51 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.

phpBB SEO