[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
New Booster Combos  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2, 3 Next 
Author Message
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

I got tired of the problem with the Booster combo so I went and hacked the code and made two new combos. They replace the standard Booster combo with upgraded effects.

Upgraded Boosters v3:

Enhanced Booster:
Effect = Same as Booster but if your health goes above the maximum (like when a medic heals you all the way) it will still regenerate shield for you.

Super Booster:
Effect = This is the same as Enhanced Booster but it regenerates health 3x faster and also drains your adrenaline 3x faster.

Both use the Key Code (BBFF) and cost 100 adrenaline minimum.

Get the file here:
http://users.adelphia.net/~raubs/NewBoosters3.zip

EDIT: Post updated to reflect current info in Version 3.
BotFodder

Wicked Sick!
[Avatar]

Joined: 01/13/2006 15:23:41
Messages: 1239
Location: Florida
Offline

Coolness - but question:

Would it be possible to make the key combo for these BBBB? So that the regular booster is replaced by these?

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

I've talked briefly with Druid about this. He wanted to know if I could replace the original by keeping the combo the same as well.

I could easily make the key combo the same as Booster. The problem is that I don't know what piece of code I need to make the game ignore the original Booster combo.

My first attempt with this combo was to use 'BetterBooster extends ComboBooster'
and I just changed the flawed line that causes the problem. But when I tested it and hit the combo, it was the original combo and not my modified version.

I would gladly change it if anyone can figure out how to disable the game's built in combos. I am very puzzled where I could even look for an example since the 4 main adrenaline combos are always active no matter what. The only thing even close to disabling it is the No Adrenaline mutator but it does not disable the combo but rather just takes away adrenaline.

I'm going to look at more of the game's source code when I get a chance to see if I can find some bit of code that gives me a way to pull this off. I might post on the atari forums for coding help as well.

But at least for now there is a working combo that can be used by those who read this forum or talk to the people who have. I think Druid will put one of these on the DC server.
Continuum

Wicked Sick!
[Avatar]

Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
Offline

If you find out if you can over ride the origional let me know Ive had the same problem with a combo I was working on (might end up replacing double jump and/or forward dodge if the combo thing doesnt work out)




Current WIP:
Skins:
[Email]
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
Offline

That would totally rock, Vortex! Even though there might be occasionally accidents with the old combo, it would be worth it.
BotFodder

Wicked Sick!
[Avatar]

Joined: 01/13/2006 15:23:41
Messages: 1239
Location: Florida
Offline

Oh yeah yeah - don't get me wrong! This is excellent. I just was wondering why a different key combo. I totally understand the whole "technical limitations" thing, and it by no means diminishes your excellent and welcome work on this.

I'm hoping for a BBBB fix, as my other concern would be more accidental triggering of the "Berzerk" combo (which is FFBB and - rumor has it - isn't good for those of us with our WS maxed) than the normal booster.

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
Spacey

Wicked Sick!
[Avatar]

Joined: 01/07/2005 21:28:14
Messages: 589
Location: Da'Burgh (Pittsburgh) PA
Offline

Slightly off topic...how many of us are frustrated with the combos and wish we could change them if not disable certain combos completely. I know I am one.
I would love nothing more than a screen where I could make it so that I would press an uncommon key, such as F12, followed by a couple of other keys to fire off booster, but disable combos like invisibility. Perhaps we should start a thread up on the epic forums requesting this in 2007, as well as 2004 if possible, and get all our friends to do a "me too!" to gain their attention. Anyone think that would work? As another approach, anyone Ryan's UT list (for the non-windoze ports) think going that route would gain us anything??.

*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)

[Email] [WWW] [Yahoo!] aim icon [MSN] [ICQ]
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

BotFodder wrote:
Oh yeah yeah - don't get me wrong! This is excellent. I just was wondering why a different key combo. I totally understand the whole "technical limitations" thing, and it by no means diminishes your excellent and welcome work on this.

I'm hoping for a BBBB fix, as my other concern would be more accidental triggering of the "Berzerk" combo (which is FFBB and - rumor has it - isn't good for those of us with our WS maxed) than the normal booster.  


Yes if I can find a way to override old combos, then there is a good chance I can provide an option, or another mutator, to disable certain standard combos. The only reason I chose BBFF is because all of the regular '4x a certain key' were taken and it seemed to fit.

Another idea I had was to examine the way Berserk works, and then compare it to how RPG modifies the weapon speed, and maybe we can get Berserk "Fixed" so that it actually does increase your weapon speed like its supposed to.

I agree with you Spacey, Invisible is a worthless combo for Invasion. The only good news is that the keys for it are hard to accidently activate compared to the other combos. And unless you are trying to dodge jump too fast, which a veteran should know better, then it isnt likely to happen.

As for chaning the basic keys to activate them, I don't think I could pull that off. I might be able to make a combo require more or fewer than 4 key presses though, I just haven't tried it yet.
[KitFox]

Dominating
[Avatar]

Joined: 11/25/2005 07:59:59
Messages: 232
Offline

Thats wonderfull V0rTeX.

One thing, could you make your combo a "Toggle" ?

Something like when you hit BBFF it

Activate if its not active.

Deactivate if its active.
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

[KitFox wrote:
]One thing, could you make your combo a "Toggle" ?

Something like when you hit BBFF it

Activate if its not active.

Deactivate if its active.
 


Well that might be beyond my skills. By default combos can not be stopped so I would have to see if I could hack it or add a new function. It might be as simple as saying

if(bActive)
StopEffect

I will give it a shot.

After having played with Super Booster a couple of times last night, I can say there were times when I would have died using regular but the Super saved my life.
[KitFox]

Dominating
[Avatar]

Joined: 11/25/2005 07:59:59
Messages: 232
Offline


By default combos can not be stopped
 


There must be something in boosted that checks against Adrenaline each seconds. I guess once it hits 0 it call something like StopEffect.

lets hope
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

I suppose in the worst case you could create something that set your adrenaline to zero for a few seconds, then set it back to the right value again. Then all combos would stop themselves.
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

The way a combo normally ends is written like this

if(Adrenaline <= 0)
StopEffect

So I will see if I can trigger the StopEffect another way by specifying a 'bActive' value and flipping it whenever the keys are pressed.

Using some hack to set adrenaline to 0 and then back to the previous value sounds messy to me, I'm not sure how to pull that off, and I wouldn't want to leave any holes for exploitation sitting around. I'm almost positive I can make it toggle with a 'bActive' switch.

When I get time to work on it tonight I will test some of these theories out.

Planned changes for version 2:
-Will fix it so Enhanced Booster and Super Booster can't be active at the same time. (Only helpful for those who would use it through the game's menus)
-Make it possible to de-activate the combo while it is running
-If possible, make the 'de-activate' feature an option admins can turn on or off
-If possible, make it replace the original Booster Combo instead of using seperate keys

I would like to thank you all for the feedback and suggestions. I probably would not have come up with these other ideas on my own. I originally just wanted to fix the darn health bug.
Continuum

Wicked Sick!
[Avatar]

Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
Offline

Doesnt this stop the combo effects, (from speed combo)

Level.Game.SetPlayerDefaults(P);




Current WIP:
Skins:
[Email]
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

Continuum wrote:
Doesnt this stop the combo effects, (from speed combo)

Level.Game.SetPlayerDefaults(P); 


The reason that call is made is due to the speed combo altering a default characteristic of the player pawn. (Ground Speed, Air Speed, JumpZ, etc)

Booster does not change any default characteristics of the pawn. It simply sits there and generates health numbers for you.

With about 2 minutes of tweaking I accomplished making the two mutators exclusive of each other. Now I will try to work on the other changes I wanted to make.
 
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2, 3 Next 
Go to: