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I'm thinking about changing the Freezing weapon to simply slow the opponent way down instead of stopping them all together.
Whatcha all think about that?
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I just glanced on the atari forums and it sounds like you got it working. I'll have to check the readme and see if it's off.
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Cloud34 wrote:
I love the idea, but I am very worried about balancing issues. Maybe make it so you need a specfifc ability before you can even carry unique weapons, and that for each level of this new ability allows you to carry a unique weapon of each weapon group one at a time.
Just brain storming.
I'm worried about balancing too. My current idea is that you could only hold 2 unique weapons at any time. Beyond that you'd have to pass them on to others.
Food for thought
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No problem. I dont much care for UT2Vote, and I was so frustrated with the inability to get more than a couple game types into the standard voting that I finally coded something that would load the mutators for a specific game type.
Glad some others could make use of it.
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Tarkus wrote:
Hi TheDruidXpawX!
Thanks for making the Druid Mutator available. I had the same problem you did with mapvote and the webadmin. It solved my problem and I am grateful. Thanks!
I was the one that posted the message about the DruidsPlayersAgreement.int in the Atari forums. I don't write muts or serveractors, so I apologize if I said anything in my post that offended you. It was not intentional and I was only trying to be helpful.
Although the serveractor doesn't require the int file, it will use it if it is there. I tested this myself and it allowed me to change all of the captions except the MyYesButton.Caption. I thought it would be helpful to post the int file so that others could customize the captions also.
Again, thanks for all of your hard work. It is much appreciated!
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v0rTeX wrote:
yeah i kinda hack edit a lot of things but on a public server I wont go hex editing files that people need to play, eventually if it didnt become something I could limit the level of I was going to remove it. Too many people with 500+ for max ammo and getting 5 deemers per spawn and all ya know....
Wow. The highest level on our server is 105 after almost a year That's a lot of deemers. Our max ammo is also capped at (I think) 80 to avoid that issue.
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While a crafty answer, the problem you'll run into at that point is you'll have a bunch of people running around with md5's for the same package named druidsrpg... Lots of peeps would be getting incompatable class files
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WeaponSpeed:
StatCaps[0]=55
Health:
StatCaps[1]=200
Adrenaline:
StatCaps[2]=200
Damage Bonus:
StatCaps[3]=80
damage reduction:
StatCaps[4]=50
ammo bonus:
StatCaps[5]=80
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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?
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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.
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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...
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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...
- roll your PlayerAgreement.ini up and smoke it.
- With the text editor of your choosing, cut and paste the text about what should be in the INI from the previous post
- just for sanity's sake, make sure that the UT2004.ini contains the right stuff
- Start your server and watch the console.
You should see in the colsole ScriptLog: PAM: Using Druids Player Agreement
- When someone joins the server, you should see this in the console:
ScriptLog: PAM: Requesting PlayerAgreement from: Some_Player_Name:Some_Global_Id
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It's a server actor so it's not a mutator, so it doesn't have a .int or .ucl file.
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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...
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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
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