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		<title><![CDATA[Messages posted by "bushbomb"]]></title>
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		<description><![CDATA[Messages posted by "bushbomb"]]></description>
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			<item>
				<title>UT3  invasion-ish</title>
				<description><![CDATA[ <p></p>

		<cite>CaRnaGe wrote:</cite><br>
		<blockquote>Someone made a better version to it...Its a more UT2k4 feel to it...

http://utforums.epicgames.com/showthread.php?t=590438

Still some bugs to it..When you click to download, go for the file with the 001 at the end of the name as that is the most recently updated one.  Am ganna try it out in a moment...gotta finish homework  

&nbsp;
		</blockquote>

If you want to try it, I have the latest running on a test server.  In UT3 hit F10 (console) and type "open dawga.com:8888"]]></description>
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				<pubDate><![CDATA[Fri, 4 Jan 2008 15:30:46]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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			<item>
				<title>Re:.......Uh, Where's the Server?  UT3 Donation Jar.</title>
				<description><![CDATA[ <p></p>

		<cite>cplmac wrote:</cite><br>
		<blockquote>I found the server, but it is in perpetual connecting screen status.&nbsp;
		</blockquote>

That often happens if the server has Patch 1 on it and the client does not.  Make sure both have Patch 1 installed.]]></description>
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				<pubDate><![CDATA[Fri, 4 Jan 2008 15:07:44]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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				<title> has dc implimented  invasion rpg yet in ut3</title>
				<description><![CDATA[ It's still just in beta, but there is one invasion mod that looks more promising than the others.  I have their latest up and running for anyone that wants to try it out.  We're not moving to UT3 yet, but we do have the server for trying stuff, so help yourself.

in-game, hit F10 (for console) and type "open dawga.com:8888" to join.

Also, I have some misc toys on there, open to anyone to try right now.  You can see a list of what I coded for it at <a href='http://www.dawga.com/bushbombMut' target='_new' rel="nofollow">http://www.dawga.com/bushbombMut</a>]]></description>
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				<pubDate><![CDATA[Fri, 4 Jan 2008 15:06:19]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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				<title>Re:ability level check ?</title>
				<description><![CDATA[ <p></p>

		<cite>Drago'Nish wrote:</cite><br>
		<blockquote><p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>I've had loaded weapons for about 15 levels now, and I just got regen two about 2 levels ago. You sure you're meeting all the requirements?&nbsp;
		</blockquote>
i meant something in the code, not something from ingame. :)

Druid, thnx i'll try looking for it that way, IIRC it is something like AbilityLevel, but that dindt work.
AbilityLevel just isnt a Public int but a private.&nbsp;
		</blockquote>

Take a look at this code, this finds "quickfoot" ability and the other function is "if quickfoot level is > 1 then" which you can obviously change to 2 or whatever level you look for.  Just as easily, you can change the ability you are looking for.

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>
static function quickfoot&#40;int localModifier, Pawn PawnOwner&#41;
{
	local int x;
	local bool found;
	local RPGStatsInv StatsInv;

	StatsInv = RPGStatsInv&#40;PawnOwner.FindInventoryType&#40;class'RPGStatsInv'&#41;&#41;;
	found = false;

	for &#40;x = 0; StatsInv != None && x &lt; StatsInv.Data.Abilities.length; x++&#41;
		if &#40;StatsInv.Data.Abilities&#91;x&#93; == class'AbilitySpeed'&#41;
		{
			found = true;
			break;
		}

	if&#40;!found&#41;
		ModifyPawnSpeed&#40;PawnOwner, localModifier&#41;;

	else
		ModifyPawnSpeed&#40;PawnOwner, StatsInv.Data.AbilityLevels&#91;x&#93; + localModifier&#41;;
}

static function ModifyPawnSpeed&#40;Pawn Other, int AbilityLevel&#41;
{
	if&#40;AbilityLevel &gt;= 0&#41;
	{
		Other.GroundSpeed = Other.default.GroundSpeed * &#40;1.0 + 0.05 * float&#40;AbilityLevel&#41;&#41;;
		Other.WaterSpeed = Other.default.WaterSpeed * &#40;1.0 + 0.05 * float&#40;AbilityLevel&#41;&#41;;
		Other.AirSpeed = Other.default.AirSpeed * &#40;1.0 + 0.05 * float&#40;AbilityLevel&#41;&#41;;
	}
	else
	{
		Other.GroundSpeed = Other.default.GroundSpeed / &#40;1.0 + 0.05 * abs&#40;AbilityLevel&#41;&#41;;
		Other.WaterSpeed = Other.default.WaterSpeed / &#40;1.0 + 0.05 * abs&#40;AbilityLevel&#41;&#41;;
		Other.AirSpeed = Other.default.AirSpeed / &#40;1.0 + 0.05 * abs&#40;AbilityLevel&#41;&#41;;
	}
}
</pre>
		</div>]]></description>
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				<pubDate><![CDATA[Sat, 7 Jan 2006 19:59:53]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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			<item>
				<title>Re:Help the poor n00b</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>The new stuff isn't publicly available yet.&nbsp;
		</blockquote>
whatever you do, don't join DC and look at your cache!   :D ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2006 19:47:46]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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				<title>RPG Team Balancing....</title>
				<description><![CDATA[ Last few weeks I've been tweaking a team balancer on DAWGA.  Next update I do should work out the few bugs left.  If anyone is interested in it, let me know.  Druid, I'll send you the final code when it's done, should be within this week.  


<b>Way it works.....</b>
players type "mutate balance", it broadcasts "SoAndSo and 0 others have voted to balance teams!"
Once half the players have voted, It balances the teams.
On DAWGA, admins have the ability to "Balance Now" to balance as they see fit.  If the players vote to balance teams, it can be done only once per map.  It resets all kills/death/team scores, as the teams are likely to get mixed up quite a bit.

Balancing....
Think of it as level by level, yet random.  If you sort all players by level (player 1 being the highest) then it takes player 1 and player 2 and puts them on opposite teams.  Then it takes player 3 and player 4 and puts them on opposite teams.  It is random as to which team player 1 will go on, and random again which team player 3 will go on, but gouping by pairs, they will be on opposite teams.  If there is an extra player, they will stay on the team they are already on.


We've found this quite useful on gametypes like LTS where you have limited lives.  A quick command and it's balanced pretty well even with RPG stats, and no one had to lose a life switching teams.  :D ]]></description>
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				<pubDate><![CDATA[Thu, 8 Dec 2005 22:49:05]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ yeah, that part was directed more towards the guy that said he did.]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 19:02:03]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Late Night Admins...?</title>
				<description><![CDATA[ On our server we had a problem similar, because you can't "monitor" voice chat with logs.  We got lucky in the end, we had a regular girl in Austrialia that had donated an always followed rules, so with her time-zone, she's able to admin most of the times the rest of us would never be on.  

The only way to really do something is by finding an admin in another time zone that's offset by a bunch of hours.  We couldn't think of any other way to police the voice chat.  We uphold the same atmosphere as this server, makes playing a lot better.

]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 12:25:06]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ lol, yeah, I don't aim to take anyone away from here, I know of a couple players that have gone both ways, and at least one (Liztara) that's tried to stir things up on both servers.  Both servers have their strengths.

  I'll be toning down some of the dual weapons though, cause somehow, I think a vorpal shock of quickfoot +10 may provide some slight edge of an advantage.

I have everything spawn off a charm, and the charm is designed to only appear in invasion/invasion2003, so some of these overpowerful weapons don't make PvP unbalanced.  They certainly are fun to play around with though.  Of course, being an admin, I coded in the ability to give myself any weapon I want with a + or - of any number I put in, so not that I would, but I could go in a map and give everyone a "Lightfoot Shield Gun of Quickfoot +20" and watch them all jump around like crazy people.  Best explained w/ an analogy. 

Quickfoot weapon : Quickfoot ability :: lightfoot weapon : powerjump ability

Each + or - of lightfoot is like having or losing a level of powerjump, stacks with your abilities.  The dual lightfoot/quickfoot weapon stacks with both your quickfoot and powerjump abilities and adds a % of iron legs so you don't get hurt when you fall from your higher peak jump.  In-game I restrict the weapon to -5 to +5, anything outside that has to be created by an admin.]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 12:15:52]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Well, I went ahead and did it, I will be updating with it on DAWGA this coming thursday.  

I made a charm that turns a weapon in to a "Double" modified weapon, for instance, if you have a flak, you have a chance of getting a "Lucky Flak of Energy +3".]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2005 16:55:10]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ sounds like quite a feat  :D   

if you plan on doing it, first make the ability to have a "null flak +5 of infinity" then once you are able to make the weapons, then work on the charm.  If you can get the weapons made, the charms will be easy. 

This idea has been brought up multiple times different places (for the weapons) but I think you'd have to make a new class for each "custom" weapon and manually merge the abilities in the code.

Just for the fun of it, post a list of modifiers that you would put together, I'm curious  :D  You don't need to post any weapon or + info, just like:

null infinite
healing penetrating

but keep in mind, you can't have anything too powerful or it throws the game out of wack.  for instance, a poison sniper +4 tears people up, you wouldn't want to add much to that one if anything at all.

Also, whichever appearance you want on the weapon, list that first (ie: null infinite would be a black weapon, not translucent).

I've been lazy but I'll probably be making a weapon of powerjump (similar to quickfoot) shortly.  

If you can come up with a good list, I would be willing to help you out, or even do it myself if you're not familiar with unrealscript enough to do.  You can have modifiers in the game, not have them listed in the ini (so people cannot get them normally) and you can still create the weapons in-game.  I know this for a fact, I've made a few weapon modifiers and tested it out.

All of the "new" weapons you list should be OneDropWeapons, and possibly even set it so you can't drop them either (like a shield gun or a negative weapon).

The more I think of it, this idea isn't that hard to do at all, you just need to manually code the new "combined" weapons.  Then the charm part would be easy too.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jun 2005 10:32:21]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Morph charm, changes you in to a random monster or object for the duration of your adrenaline.  I don't mind coding it if I had some pointers.  I heard of a mutator out there that lets you change, but I'm not sure if it's the same thing I'm mentioning here.

It would have to change you real-time and return you after the time, changing your collision height/radius, static mesh, and skin.

What do you guys think?]]></description>
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				<pubDate><![CDATA[Thu, 16 Jun 2005 14:44:25]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:TransLauncher bind</title>
				<description><![CDATA[ lol, seems like a moot point with the translocator.  just use it like any other normal weapon, bind a key to it, and use it.  

I position my left hand on the keyboard during play so I can reach about 15 keys without even thinking, then a few I have to think where to reach to, but all the while keeping my right hand on the trackball.  I assure you that making translocating that fraction of a second faster is not going to make or break any good player.  

If you get better with your keybinds/weapon switching, you can translocate, shoot a shock, translocate again, shoot a couple more times, then hit the ground in your strategically planned spot without having any special keybinds, just a "shock rifle" and "translocator" keybind.  Just practice  :D ]]></description>
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				<pubDate><![CDATA[Thu, 16 Jun 2005 14:40:25]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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				<title>Re:ut2004rpg addon</title>
				<description><![CDATA[ Ummm....I could tell you how to get it, or give it to you, but that's not my place.  You'll have to ask Druid on this one.]]></description>
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				<pubDate><![CDATA[Fri, 6 May 2005 20:02:58]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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			<item>
				<title>Re:ut2004rpg addon</title>
				<description><![CDATA[ Ah, that should be simple enough.  Since your rpg builds on to Mysterial's, you need to add "EditPackages=UT2004RPG" ABOVE the editpackage line adding your stuff, then re-compile.  ]]></description>
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				<pubDate><![CDATA[Fri, 6 May 2005 11:30:47]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
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