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Re: Problem with XBots

You guys still don't get that BOT is MESSED UP - it is adjusting skill and not coming back at default so soon, and then, they are going to crazy scales. That's why I'm no longer using default Bot types because they are not good even as toilette paper. Good luck with adjusting skill !
by sektor2111
Thu Jul 20, 2017 6:25 am
 
Forum: Modifications
Topic: Problem with XBots
Replies: 23
Views: 1300

Re: UED Add ons

Ok... and how/where do I get this button? Maybe I'm still too dense to understand it. Don't get mad about me. No one is mad, we are talking. More talk = More understanding which is good Paths problem from MapGarbage tool is encoded in what I was working last time. For SpawnPoints some nasty occurre...
by sektor2111
Thu Jul 20, 2017 5:45 am
 
Forum: Mapping
Topic: UED Add ons
Replies: 27
Views: 1910

Re: UED Add ons

Okay I will try some explanations. Editor can be a bit fooled on his dumb pathing spree, not a lot but a bit more properly. I know some contest map with a few cubes on space having some borked spots because HealthVials were attached with some aerial Inventoryspot type not that linked into Network. I...
by sektor2111
Wed Jul 19, 2017 10:35 pm
 
Forum: Mapping
Topic: UED Add ons
Replies: 27
Views: 1910

Re: UED Add ons

Bump time: Okay, we might not have Bot lovers, no problem then. But let me see what any other things are doable in Editor which seems to have very few documented things - commands usable by using simple mouse click on ICONS created making life easier. I'm not sure if exist tutorials or such related ...
by sektor2111
Wed Jul 19, 2017 8:31 pm
 
Forum: Mapping
Topic: UED Add ons
Replies: 27
Views: 1910

Re: GusPackII [Beta 6]

Tell to Mr. Grammar from inside you that "stupid codes" have a good meaning in translations because is CORRECT, however "Stupids codes" might do a blue screen at G00gle translation server :agree1: , and YES you don't have too much clue about english grammar - like me after all :m...
by sektor2111
Wed Jul 19, 2017 5:58 pm
 
Forum: GameTypes
Topic: GusPackII [Beta 7]
Replies: 17
Views: 398

Re: No telefrag at start - update to V3

Mutator has in default properties some range if you want to be a bit more "efficient" you can configure in your INI this range to max 710 (to not spawn behind some unwanted wall - MH on purpose here), presuming start area might have a deal. By not creating INI you will have mainly 0 values...
by sektor2111
Wed Jul 19, 2017 3:29 pm
 
Forum: Coding, Scripting
Topic: No telefrag at start - update to V3
Replies: 27
Views: 2237

Re: MonsterHunt types

A few words about XC_MonsterHunt in testing stage: - Every old/not old weapon replacement is configurable in INI file so to speak replacements are no longer hard-coded so any failure (mising a class might have a correct deal) - sample: if you don't like a "weapon" add a TournamentWeapon as...
by sektor2111
Wed Jul 19, 2017 6:09 am
 
Forum: GameTypes
Topic: MonsterHunt types
Replies: 6
Views: 86

Re: No telefrag at start - update to V2

Bump.
Reason: Update time.
V3 is done having some flaws depending on map, Maps with BAD configured PlayerStarts are not supposed to have a deal with this tool. For me looks good enough so I went to share it.
LessTele3.zip
Update done according to MH504 rules - which is somehow coding friendly...
(4.57 KiB) Downloaded 8 times
by sektor2111
Tue Jul 18, 2017 4:15 pm
 
Forum: Coding, Scripting
Topic: No telefrag at start - update to V3
Replies: 27
Views: 2237

Re: Need a fix for my Doom/Quake edit

Excuse me here. I've never had a problem with the qDemons, so not sure what to make of that. For 100 times, map is a big open area forcing engine to work and to forget/delay some actions - consequences are then expected. Aside this sounds for me like: That train doesn't exist because I'm not looking...
by sektor2111
Tue Jul 18, 2017 5:29 am
 
Forum: Mapping
Topic: Need a fix for my Doom/Quake edit
Replies: 21
Views: 369

Re: Mesh "Commando": "CockGunL" vs. "CockGun"

Ah, related to frames naming "convention" this is recalling me what old people are saying: Do what the priest says not what the priest does, because we have under remark the advice about animations to be respected but all "Pawn" type in this UT has a default animation sequence &q...
by sektor2111
Tue Jul 18, 2017 5:15 am
 
Forum: Skins
Topic: Mesh "Commando": "CockGunL" vs. "CockGun"
Replies: 5
Views: 111

Re: Mesh "Commando": "CockGunL" vs. "CockGun"

Barbie wrote:(Nota bene: While digging into these animation functions, I probably found a bug in function SkaarjTrooper.PlayCock ()).
Thanks, good to know, now it's fixed :thuup: , at once with state charging...
by sektor2111
Mon Jul 17, 2017 3:16 pm
 
Forum: Skins
Topic: Mesh "Commando": "CockGunL" vs. "CockGun"
Replies: 5
Views: 111

Re: Framerate Nitpick

I see FrameRateLimit=60, I think your system can do more... but is your problem. I prefer to let RefreshRate as OS in order to stop flickering screen at changing refresh and forcing monitor to an additional work when game is started/stopped/crashed.
by sektor2111
Mon Jul 17, 2017 2:23 pm
 
Forum: Tools and Programs
Topic: Framerate Nitpick
Replies: 10
Views: 183

Re: Need a fix for my Doom/Quake edit

Main problem (which is now solved is that PlayerStart problem). While I was messing with some fixes I switched things with consolecommand hackish methods. As result, a new playerstart child called Eplayerstart attached by some LessTele mutator did not work properly because it went static as the pare...
by sektor2111
Mon Jul 17, 2017 6:48 am
 
Forum: Mapping
Topic: Need a fix for my Doom/Quake edit
Replies: 21
Views: 369

Re: Need a fix for my Doom/Quake edit

Eheh, that crash... Some people doesn't know too much about pawns and neither what is iterations limit. They are only copying that garbage berserk code without a reason. Today I was looking to some pawns for inspiration related to a new map. So to speak I found a better berserk code but still not fi...
by sektor2111
Sun Jul 16, 2017 10:50 pm
 
Forum: Mapping
Topic: Need a fix for my Doom/Quake edit
Replies: 21
Views: 369

Re: Need a fix for my Doom/Quake edit

So they are not chained for spawning one by one types, LOL.
by sektor2111
Sun Jul 16, 2017 7:53 am
 
Forum: Mapping
Topic: Need a fix for my Doom/Quake edit
Replies: 21
Views: 369
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