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having trouble hosting ut2004rpg invasion server  XML
Forum Index -> Druids RPG
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dudeguy



Joined: 01/08/2008 11:29:41
Messages: 23
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First thing is my artifacts. When i pick one up, all i see is the most current one i have and it has a black background. I want it to be like u can see about 3 or 4 of ur artifacts at the same time with the one u wanna use in the center and scrolling to ur other ones.

Second is the monsters. Im usin the monster manager 1.8 in extreme invasion. However, monsters don't come until the 3rd wave and even then, its not the monsters i want. Its like the preset monsters that show up even tho i changed it.

ty for any1 who helps me.
dudeguy



Joined: 01/08/2008 11:29:41
Messages: 23
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ok, i have the monster problem fixed but i still don't have my artifacts problem fixed.

Now people, plz help me, this thread has been sitting here for a while and no one has given me an answer. If im in the wrong part of this forum then tell me and i will go to the right place. So help me out plz.

Anyways, i have another problem. I want to make some monsters give huge amounts of adren. Im usin the satore monster pack. How do i give some monsters give a huge amnt of adren?
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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dudeguy wrote:
First thing is my artifacts. When i pick one up, all i see is the most current one i have and it has a black background. I want it to be like u can see about 3 or 4 of ur artifacts at the same time with the one u wanna use in the center and scrolling to ur other ones. 
The artifacts are displayed that way by UT2004RPG. If you want to change it, the only way I know of is to create a new mutator, and create your own version of the RPGInteraction class.

dudeguy wrote:
Anyways, i have another problem. I want to make some monsters give huge amounts of adren. Im usin the satore monster pack. How do i give some monsters give a huge amnt of adren? 
The amount of adrenaline given is based upon the score of the monster - so to give lots of adrenaline, you need to create monsters with a higher score value. Note that this will also increase the xp given to the player - the two are linked. The ScoringValue field for each monster is hardcoded, so the normal way for this would be to code your own versions of the monsters, and set the ScoringValue to be the adrenaline you want.
Alternatively, I believe you may also be able to up the score in the MonsterMaster 1.8 config - I do not know because I do not use it.

However, the ScoringValue is normally proportional to the difficulty of the monsters - so it is not a good idea to up the scoringvalue on a monster - it makes it unbalanced.

The best solution would probably be to write your own monsters, based upon the satore ones, and add extra code so that on death, that particular type of monster gives x adrenaline to the killer. This could be done in function Died.
Dracos

Rampage
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Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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Ya Score, XP, and Adrenal gains are are tied into each other. I like to give you a heads up that if you use Monster Manager 1.8, the scores for the monster's do not work. You have to modify the scores through Satore's MonsterConfig Mutator. HOWEVER, using Monster Manager 1.8 will DOUBLE all score worths for each monster. So if you set a titan as 16 points, it will double that when the monster dies and give 32 xp, 32 Points (and 32 Adrenaline).

Also you can go beyond the 15 score limit that Satores MonsterConfig limiits, just edit the .ini file and scroll to the bottom, the monsters score can be set to anything from there, (Just dont open up the Mutator Config for Satore's MonsterConfig or it resets it to 15).

I liked Monster Manager 1.8 but the score doubling was pissing me off since it was giving to much adrenaline. I like the ability to show actual health values of the monster and a kill sound when you go the kill on a monster. Also the Randomization of Monster Health/Size/Speed was fun. I had a Golden Pupae in Round 16 that had 2000 life, gave 50 XP/Points (was doubled to 100) and was actually quite a killer. Plus it was 3 times the size of normal pupaes and was very fast. Sadly I no longer run Monster Manager 1.8 due to the score doubling (and thereof Adrenaline/XP doubling)

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dudeguy



Joined: 01/08/2008 11:29:41
Messages: 23
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ok, thx for the help. I can counterbalance the shit loads of exp with a really low amnt of health. Ill see how that goes and decide if it makes things too easy.
dudeguy



Joined: 01/08/2008 11:29:41
Messages: 23
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Szlat wrote:

dudeguy wrote:
First thing is my artifacts. When i pick one up, all i see is the most current one i have and it has a black background. I want it to be like u can see about 3 or 4 of ur artifacts at the same time with the one u wanna use in the center and scrolling to ur other ones. 
The artifacts are displayed that way by UT2004RPG. If you want to change it, the only way I know of is to create a new mutator, and create your own version of the RPGInteraction class. 


I've been to other invasion servers where it is shown the way i want it to be shown. I thought that it might already be in the programming. And i saw it on more then one invasion server.

I forgot to menchen that i ditched the monster manager since it wasn't working for me. Now im usin the satore monster pack v 1.8.

And i have a question, were can i download the weapons of power mod?
dudeguy



Joined: 01/08/2008 11:29:41
Messages: 23
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ok, got the artifacts to look like i wanted them to. And i found the weapons of pwr mod. Figured out adren thing, (although if someone has a mod that lets you select how much adren you want from a monster and make it separate from the satore monster pack's scoring points then plz let me know).

Now i have 2 new problems.
First is I can't seem to pick up WOP artifacts (like healing, force, dmg, inf, etc...)

Second is I can't make a weapon of power. I can make all other types of weapons, like reflect, healing, protection, and others. However, WOPs just don't come up. Ive tried usin the magic weapon maker many times and WOP is the only one that never comes up. At times, i get something that says somethin like Minigun +3 and thats all. No minigun of healing + 3 or anything, just Minigun +3, which i think isn't suppose to happen.

Anyways, how do i fix these problems.
{RAD}Raze2K5

Killing Spree

Joined: 04/20/2005 14:25:39
Messages: 82
Location: Tempe, AZ
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dudeguy wrote:
ok, got the artifacts to look like i wanted them to. And i found the weapons of pwr mod. Figured out adren thing, (although if someone has a mod that lets you select how much adren you want from a monster and make it separate from the satore monster pack's scoring points then plz let me know).

Now i have 2 new problems.
First is I can't seem to pick up WOP artifacts (like healing, force, dmg, inf, etc...)

Second is I can't make a weapon of power. I can make all other types of weapons, like reflect, healing, protection, and others. However, WOPs just don't come up. Ive tried usin the magic weapon maker many times and WOP is the only one that never comes up. At times, i get something that says somethin like Minigun +3 and thats all. No minigun of healing + 3 or anything, just Minigun +3, which i think isn't suppose to happen.

Anyways, how do i fix these problems. 


i just got the weapons of power mod as well... i got the charms to drop, but i couldn't pick them up... i believe after it's intially loaded, it creates an ini file... you can configure the settings for it there...

HOWEVER, to get the gun to appear in the first place, you should've read the readme that came with it:

open your UT2004RPG.ini file and find the section containing:

Code:
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Vampire',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Vorpal',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedInfinity',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Freeze',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Healer',Chance=2)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Knockback',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Speedy',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_NullEntropy',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedForce',Chance=2)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedPenetrating',Chance=2)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedDamage',Chance=4)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedNoMomentum',Chance=3)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedEnergy',Chance=2)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedPoison',Chance=3)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedLuck',Chance=3)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedProtection',Chance=3)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_EnhancedPiercing',Chance=2)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Rage',Chance=1)
 WeaponModifiers=(WeaponClass=Class'DruidsRPG200.RW_Reflection',Chance=1)


and add THIS line beneath it
Code:
 WeaponModifiers=(WeaponClass=Class'WeaponsOfPower.WeaponOfPower',Chance=1)
 


you can increase the chance to increase the frequency of a WoP appearing... i haven't actually finished configuring stuff, and i'm at work, but when i get home, i'm replacing all my ini's and trying out all my new settings... here's hoping

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