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Messages posted by: TheDruidXpawX  XML
Profile for TheDruidXpawX -> Messages posted by TheDruidXpawX [1482] Go to Page: Previous  1, 2, 3  ...  97, 98, 99
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This is something I've been thinking about for a while, adding unique weapons that monsters drop in game, and once you pick them up, they're stored with your RPG data, always appearing in your inventory when you join the server.

These weapons would have multiple weapon effects, (Possibly both good and bad)

I've held off on implementing it though because with the addition of loaded weapons, it seems that most high level players already get really nice weapons...

What-cha all think?

Mephisto wrote:
I hope you don't mind that I quoted you in the atari forums  


Nah, I actually went over there and linked the post back here. I wont notice replies over there.

Mephisto wrote:
Thanks, will try when I finished work.

One another thing: Is the agreement appearing before or after downloads starting ? 


I don't believe it can appear before the download is complete since it hasn't downloaded yet, however, it's not inconceivable that it is working that way...

That's why I'm suggesting that you watch the server log and see..

If a player doesn't answer yes within the timeout period, the player agreement manager assumes they answered no and kicks them from the server, noting in the log that they answered no...
My knee jerk reaction as to why this isn't working is the line break difference on linux and windows systems... (\n and \r\n)

Give this a try...

  1. roll your PlayerAgreement.ini up and smoke it.

  2. With the text editor of your choosing, cut and paste the text about what should be in the INI from the previous post

  3. just for sanity's sake, make sure that the UT2004.ini contains the right stuff

  4. Start your server and watch the console.
    You should see in the colsole ScriptLog: PAM: Using Druids Player Agreement

  5. When someone joins the server, you should see this in the console:
    ScriptLog: PAM: Requesting PlayerAgreement from: Some_Player_Name:Some_Global_Id

It's a server actor so it's not a mutator, so it doesn't have a .int or .ucl file.

Cloud34 wrote:

-"Piercing" modifier to be modified to pierce mercenary and queen shields. Once again, this would acually make the modifier useful in invasion. Otherwise we will still be hearing on the server "ANYONE WANT MY PIERCING MINIGUN?" to which I always reply to over the voice comm "HAHAHAHAHAHAHAHAHA that's a good one."
 


Yeah I talked to Mysterial about this. He said the damage gets zeroed out before he has a chance to catch it. Potentially it's something we could talk to satore about, although I'm still hoping for a fix from him for his 118 pack eating all the CPU on the server...

Tidu! wrote:
awareness is 20?!?

now I'll have to wait two more levels to get it... it's not worth it

I just thought it'd look cool to have the numbers popping up for a second and the experience you got. and it shouldn't be a hard script, I don't think :p 


If you want to try and code it up, I'm all ears for incorperating it into a skill
Actually, I could have the skill read it's default properties out of the UT2004RPG.ini file. That would allow you to configure the guns as well as the maximum level.

I'll try to creep this into the next release, but it might be a release past that before it happens.
I know a few of you are anxiously awaiting the release of the next druidsrpg on the website. It should be coming within the next couple of days.

The only change in this release is the Ghost Regeneration, and I haven't released it to the website yet due to a lingering bug..

So check back soon for more info.
Ok, so Let's open this up for comments...

I removed FHI for an assortment of reasons:

  1. We've had too many problems with players abusing some of the FHI maps to gain oodles of exp. Even though I tuned it so that you get 5% of the exp of regular invasion, too much exploitation was going on. No one stepped forward to say which maps were exploitable, so it's been disabled.

  2. he bandwidth utilization during FHI maps is obsene to say the least...

  3. The processor utilization during FHI is way WAY too high all the time.


My imediate impression is that I *might* give this another go when they release FHI 4. But for now, unless I hear compelling arguments from contributors, It's probably going to stay out of the voting list.
Yup. It's working the way it's supposed to. I tried to change it so that regular weapons would work as well as vehicles.

There's still some tuning that needs to go on for this, but I just haven't had time to give it all a spin
in the UT2004.ini file in the [Engine.GameEngine] section you have to add

ServerActors=DruidsPlayerAgreement.PlayerAgreementServerActor
ServerPackages=DruidsPlayerAgreement

Then in the System/PlayerAgreement.ini file should look something like this:

[DruidsPlayerAgreement.PlayerAgreementManager]
Agreement=Some rules you want|and some others on another line.
TimeStamp=11-23-2004
Timeout=300
YesButtonEnableTime=25

This was copied directly from the configuration on my server... Let me know if you have other issues with it. I'll take a look a the readme when I have a chance.
 
Profile for TheDruidXpawX -> Messages posted by TheDruidXpawX [1482] Go to Page: Previous  1, 2, 3  ...  97, 98, 99
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