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DruidsAntiCamper mutator Release Candidate  XML
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TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Announcing DruidsAntiCamper!

DruidsAntiCamper is a mutator that watches for players to go out of bounds and/or camp objects you specify. It is highly configurable to place the player back inside the map at a spawn point, or kill them.

Most of the documentation is in the AntiCamper.ini file, but as always, you'll have to add this mutator, and add to the
[Engine.GameEngine]
ServerPackages=DruidsAntiCamper

The default configuration will probably work for most server admins, but there are lots of configuration options in the AntiCamper.ini that are worth reading up on.

This release should be considered Release Candidate material. We've tested it as best as we can here, and hopefully it's bug free.

TheDruidXpawX
ut2004://disastrousconsequences.com
http://www.disastrousconsequences.com

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

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Joined: 12/19/2004 20:59:52
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In the interest of fixing certain maps that are broken...

What is it that this mutator looks for to tell if you are out of bounds or not?

I thought it was simply PathNodes. So I opened DM-HoldTheCamp and added a few by right clicking and selecting add new path node from the context menu. I placed them in a few locations and tested the map and whenever monsters are not present it still counts down on me with the warning.

Is there something else I need to put in instead or am I just not adding the proper code to the path nodes?
TheDruidXpawX

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v0rTeX wrote:
In the interest of fixing certain maps that are broken...

What is it that this mutator looks for to tell if you are out of bounds or not?

I thought it was simply PathNodes. So I opened DM-HoldTheCamp and added a few by right clicking and selecting add new path node from the context menu. I placed them in a few locations and tested the map and whenever monsters are not present it still counts down on me with the warning.

Is there something else I need to put in instead or am I just not adding the proper code to the path nodes? 


NavigationPoints are what it looks for.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

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Is there an easy way to add NavigationPoints to a map?

Also, I opened DM-Antalus and I was unable to locate any NavigationPoints by using the "Search for Actors.." method which I use to find every other piece of a map.

I don't know how to make maps, but as you might be able to tell I have hacked around in the editor a bit and have figured out a few little things.
Nonya-Biz

Killing Spree

Joined: 06/05/2005 02:21:02
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there used to be an automatic path thing on the old UED but they removed it from the new one and they are pathnodes that you are looking for you can make the paths visible by right clicking on the top of the window then view->show paths
v0rTeX

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...........

EDIT:

I figured out how to fix them. Apparently just adding path nodes is not a good idea. I didn't realize you had to have the editor rebuild the paths, and that for it to rebuild a path that utilizes a path node, the path node has to be sort of near a player start or something like it.

Thanks for the info.
PoD


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Joined: 07/27/2005 15:55:45
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Great Job! I was waiting for this.
Thx Druid.
TheDruidXpawX

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DruidsAntiCamper100 Will most likely be the release and will be available after a day or so of testing, assuming we can get the Readme completed

The final rev has some server side optimizations, and also ignores the checks for visible opponents if you're walking on an invisible surface.

This allowed us to bring back a few CBP maps we turned off because players could go up through holes and walk around above the map on air.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

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heh,

now if only we could solve those few maps where there is a wall you can hide behind that is so close to a navigation point that the anti camper wont count down.

TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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There has been an official release. Please see: http://www.disastrousconsequences.com/dcforum/posts/list/1172.page

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
 
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