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		<title><![CDATA[Latest posts for the topic "New Booster Combos"]]></title>
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			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ 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.

<b>Upgraded Boosters v3:</b>

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.
]]></description>
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				<pubDate><![CDATA[Mon, 27 Mar 2006 20:17:11]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Coolness - but question:

Would it be possible to make the key combo for these BBBB?  So that the regular booster is replaced by these?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14855</guid>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 05:46:42]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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. ]]></description>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 06:19:40]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14883</guid>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 15:24:28]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ That would totally rock, Vortex!  Even though there might be occasionally accidents with the old combo, it would be worth it.  ]]></description>
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				<pubDate><![CDATA[Tue, 28 Mar 2006 23:06:32]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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. ;)]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 04:15:54]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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??.]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 06:30:36]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>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. ;)&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 09:05:27]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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.
]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 09:19:44]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]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.
&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 09:38:47]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ <blockquote>
By default combos can not be stopped 
&nbsp;
		</blockquote>

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 :)]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 10:07:43]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 11:06:18]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ 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.  :D ]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 11:32:28]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Doesnt this stop the combo effects, (from speed combo)

Level.Game.SetPlayerDefaults(P);]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 15:13:30]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>Continuum wrote:</cite><br>
		<blockquote>Doesnt this stop the combo effects, (from speed combo)

Level.Game.SetPlayerDefaults(P);&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Wed, 29 Mar 2006 18:12:39]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ Are your boosters choppy?  Example: 5,0,0,0,0,5,0,0,0,0,5,0... instead of 1,1,1,1,1,1,1,1,1... in terms of when it heals?  I prefer smooth damage if the damage is gradual.  I'll take a search through the code to see where the original Combos are declared.

Please don't make it toggle-able.  You might as well make it an artifact.  If you eat food, can you toggle when you're hungry or not?  No, you're just not hungry for a while, then you want more.

Okay, I found the code.  It's in the defaultproperties of xPlayer.uc, where it says
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>     ComboNameList&#40;0&#41;="XGame.ComboSpeed"
     ComboNameList&#40;1&#41;="XGame.ComboBerserk"
     ComboNameList&#40;2&#41;="XGame.ComboDefensive"
     ComboNameList&#40;3&#41;="XGame.ComboInvis"</pre>
		</div>

So, in your mutator, simply change ComboNameList[2] to "VortexMod.SuperBooster" instead of finding the next empty slot for it.

Update:  I have tested it, and it works.  Just base it off MutComboCrate.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 10:38:26]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ <blockquote>
Please don't make it toggle-able
&nbsp;
		</blockquote>

I dont understand your position really..

<blockquote>
You might as well make it an artifact
&nbsp;
		</blockquote>

There is already enough artifacts. And for sure i dont want to change my active artifact to activate a booster wich already exist.....

<blockquote>
If you eat food, can you toggle when you're hungry or not? No, you're just not hungry for a while, then you want more. 
&nbsp;
		</blockquote>

huh? Lets retake your example and make the right assumption:
If you eat food, then your stomach is full (full health), do you stop eating even if your plate still have food on it (adrenhaline left)? 
yes you stop, unless you want to destroy your stomach.

Stopping a booster is just normal. 

If you are not convinced Kohan, well, theres always this option:
<blockquote>
-If possible, make the 'de-activate' feature an option admins can turn on or off 
&nbsp;
		</blockquote>

A lot of peolpe here asked for the Toggle. I really hope Druid will take Vortex's booster for DC. Nice work V0rTex btw!  (*) ]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 11:31:32]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ Oh that sucked, the message I put in to reply to yours just went poof, now I have to retype it O.o.

Allow me to define both Adrenaline Combo and Artifact.

Adrenaline Combo (uh-DREN-uh-lin COM-bow) <i>n.</i> - A special ability activated by pressing various cardinal direction keys in a predefined order in a set amount of time while having 100 (or maximum) Adrenaline, which activates the ability (which constantly drains Adrenaline), and the ability continues to function until Adrenaline reaches 0.

Artifact (AR-tih-fact) <i>n.</i> - An ancient object with special abilities that may be activated at any time, so long as the Adrenaline requirement(s) is/are met.  While activated, artifacts drain Adrenaline constantly.  Artifacts may or may not be turned off manually after activation, and may or may not be removed from the player's inventory upon reaching 0 Adrenaline and/or the remaining Adrenaline after subtraction of the required amount.

So as you can see, Artifacts are not the same thing as Adrenaline Combos.  Now what you're asking for does the following:

Turn on through a series of button-presses. <<Combo
Turn off with the same. <<Artifact
Drains Adrenaline. <<Both
Does not require Max Adrenaline. <<Artifact
Turns off upon reaching 0 Adrenaline. <<Both

So as you can see, by merely changing the button that activates it, it is an Artifact, believe it or not.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 12:33:14]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Are your boosters choppy?  Example: 5,0,0,0,0,5,0,0,0,0,5,0... instead of 1,1,1,1,1,1,1,1,1... in terms of when it heals?&nbsp;
		</blockquote>

Yes I use that same style of healing as the original booster. Honestly I dont know enough about programming languages to understand how to do something faster than the tick function. Quite frankly it doesn't matter with the Super Booster in use. It grants 15 health per tick which is plenty to keep you alive under normal circumstances assuming you weren't totally screwed before activating it in the first place.

I will look at the code in the xplayers.u file and see what else I can do.

As for toggle. I see and agree with both sides of the coin. It is nice not to waste adrenaline if your health is topped off and so is your shields. I agree that this is how an artifact works. But I also agree that there are enough artifacts (especially for an EM or MM) to deal with. I don't relish the thought of having to cycle through 12 arts just to get to a stupid booster artifact. Then after I activate it I want it to run for a while so I cycle back to my TD/Globe/MWM/whatever else. Then when I want to shut it off I have to cycle back (again) to the booster and turn it off. Are you starting to see why it would be annoying yet?

If I can make it an option that can be turned on or off by the admin, I will. I will probably make it OFF by default. Then whoever runs the server can determine what they want to do with it.

Before I can make toggling an option, I have to look at the base combo codes. So far I have been unable to make it toggle for the same reason you can't turn on Speed and then turn on Booster if you still have over 100 adrenaline. There is some piece of code that ignores key inputs for combos when one is already running. If I can't break this code then I can't make it toggle and all this debating is for nothing anyway.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 12:52:54]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Yeah, but i dont care about the definition.

RPG Have changed the game completelly.

We have a Combo that now dont drain 100 but 250 Adrhenaline for nothing.
V0rTex can adjust the combo to make it more user friendly, so lets do it!

I dont say the artifact is the same as a combo, i say the effect of a new artifact that does the same thing as a combo that already exists is completelly useless. (Let alone the uselessness of Berzerk combo)

Kohan, unless you find a way to bind a key for a direct Artifact activation/deactivation, i want my favorite artifact to be always the one "current" and dont want to rotate through 10 artifact to find the right one in the middle of 20 queens/titans.

I hope you understand what im trying to say.

EDIT: Lol V0rTex you said the same thing as me :P]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 12:56:23]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ Is a tick one second?  Just asking.

I've been toying with the idea of a new Artifact inventory system to deal with the increasing number of such.  By clicking the middle mouse button, you switch to using artifacts instead of weapons, and you scroll through and use them just like weapons.  This makes things more realistic (You can't really hold onto a weapon while holding on to an Artifact as well), and allows for pretty meshes to be used for the artifacts instead of the crude 2-Dimensional icons.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 12:58:55]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Is a tick one second?  Just asking.

&nbsp;
		</blockquote>

A tick is slightly less than 1 second. Which is why if you get a stopwatch, you can see that although the code for most adrenaline combos says Duration = 30.0000 they usually only last about 27 seconds.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 13:02:11]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>New Booster Combos</title>
				<description><![CDATA[ Oh, well, anyway, you can set the timer to less than 1.  So instead of saying SetTimer(1.0, WhateverThisVariableIs), you would say SetTimer(1.0/TimesPerSecond, SomeVariable), and set the rejuvenating (or damaging) effect to 1.  I do this all the time, such as with my Booster Plus that I just made.  No different than the original, but fixes the Above-Maxhealth bug, and made it smooth, as demonstrated.  I dunno, it's just my opinion that it's better.  Whatever.  Do your thing.]]></description>
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				<pubDate><![CDATA[Thu, 30 Mar 2006 13:06:55]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ While it would be *nice* to stop and start the combo, I think it would be overpowered on the DC server.  It would allow players to top out everything while a wave is dying down and before the next ramps up.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14985</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14985</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 15:31:26]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Ah I see what you mean Kohan, in the Booster combo it says SetTimer(0.9) so that must be why the combo lasts about 27 seconds.

Good News: Thanks to Kohan I found the bits of code to clear up the issue with original booster.

Version 2 is packaged.
http://users.adelphia.net/~raubs/UpgradedBoosters2.zip

-Mutators are now grouped so you cant add both at the same time
-Mutators are re-coded so they replace the Booster combo and use the BBBB keys.

I will leave the toggle stuff for version 3 <b>IF</b> I can figure out how to make it work but it is a very low priority now. Sorry.

 :wink: ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14987</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14987</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 16:25:05]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ Yay!  I helped out a dude who has a good reputation as a coder on the forums!  Karma please :P.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14994</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14994</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 17:44:04]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Aww CRAP!

I just tested it in server mode. Apparently the trick with replacing a ComboNameList wont work on a server. The ordinary booster combo always remains untouched.

I will double check the code for CrateCombo to see if I missed something but I doubt it since I cut and pasted and just changed the names.

I think for server use I will have to make a v3 and make it use the other key code I started with.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14998</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14998</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 18:08:12]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ Any other mutators on the server?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14999</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#14999</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 18:09:45]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Tested it with no other mutators at all.

Still didn't work.
I might try changing the code and giving it another go but I get the feeling you cant modify the combo list on a dedicated server.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15000</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15000</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 18:11:14]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:New Booster Combos</title>
				<description><![CDATA[ Okay Im back to what I started with essentially. 

Version 3 again makes it so it can be used on a server.
I took the opportunity to make it add itself to the ServerPackages= section.

http://users.adelphia.net/~raubs/NewBoosters3.zip]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15002</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15002</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 19:15:54]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ What did you change?  Such a problem's solution should not be kept secret.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15003</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15003</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 20:44:57]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>What did you change?  Such a problem's solution should not be kept secret.&nbsp;
		</blockquote>

I put it back to adding the combo as new instead of replacing Booster and using the keys BBFF instead. It just adds a new combo the same way MutCrateCombo does. Exactly the same.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15004</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15004</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 20:48:23]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>New Booster Combos</title>
				<description><![CDATA[ It does make you wonder how UT2004 keeps the aforementioned replacement from happening, though...  I'm not experienced in network-friendly scripting, so would there be any reason whatsoever that replication would be required?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15005</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1832.page#15005</link>
				<pubDate><![CDATA[Thu, 30 Mar 2006 20:51:08]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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