gattovicentino wrote:
It sounds interesting. If this mutator works, can it theoretically work together with xbots/xbots9b ? (It would be cool if for example it could manage more than 32 bots using multiple lists from xbots/xbots9b).
Bah...
You cannot enter through the Door and through the Window in the house in the same time. There is ONE value which these mutators are changing. Which one has THE Last word then ? Unless all of them are enough smart for getting into stage teaming together which I doubt - I'm talking about these mutators. BTW, all naming is crapped after 32 so I expect even classes and skins to not work as I wanted in my version, not an important thing to me.
But If you want to look at what I'm saying, see this property of DeathMatchPlus:
Code: Select all
OvertimeMessage="Score tied at the end of regulation. Sudden Death Overtime!!!"
BotConfigType=Class'Botpack.ChallengeBotInfo' //this is what mutators are hacking - a single slot
LadderTypeIndex=1
bRestartLevel=False
Definitely they claim a class that can be replaced not two, not three, but I have small doubts about stability after 32 - I want to wrong here. I'm going to track what that XBots does and what it doesn't do. Maybe is good to have these in some defined maps - those big ones - because 80 Bots in DM-Deck16][ will only do a mess which I'm not interested about. But for delivering a good mutator able to load a whole army I need time to figure what limitations are blocking me.
So far I could not use anything else than a child class of this "ChallengeBotInfo" because DeathMatchPlus does a restriction which I don't get why they did this instead of letting more freedom toward coding.
As for a DM game, spawning problem should not be hard to solve, a mutator can spawn player even on a PathNode if is necessary.