Replacing monsters with Male/Female Commandos in MH

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Re: Replacing monsters with Male/Female Commandos in MH

Post by papercoffee »

Feralidragon wrote:
papercoffee wrote:
Feralidragon wrote: I think Creavion once tried a similar concept, but with the editor icons, as if the editor itself was attacking you, it was a neat concept.
Huh? ...was it here on our forum?
Hmmm, I don't remember well. Now that you talk about it, I don't know if he posted it to public or privately to just a few, regardless it was a nice yet simple concept.
He made some mapping experiments of that kind back then.
Must be before I got really involved in this community.

But yeah it sounds also fun ...And I can imagine that Creavion came up with that Idea, because he had so much love for the Ued2. :mrgreen:
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Re: Replacing monsters with Male/Female Commandos in MH

Post by EvilGrins »

Okay, here's the dealio.

The file with the monster/players is XidiaMPack.u but it only works with the newer version of oldskool...

...so, I'm going to try to edit that out.

My 2nd .u edit.

Whee.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Replacing monsters with Male/Female Commandos in MH

Post by UnrealGGecko »

papercoffee wrote:
Feralidragon wrote:
papercoffee wrote:
Feralidragon wrote: I think Creavion once tried a similar concept, but with the editor icons, as if the editor itself was attacking you, it was a neat concept.
Huh? ...was it here on our forum?
Hmmm, I don't remember well. Now that you talk about it, I don't know if he posted it to public or privately to just a few, regardless it was a nice yet simple concept.
He made some mapping experiments of that kind back then.
Must be before I got really involved in this community.

But yeah it sounds also fun ...And I can imagine that Creavion came up with that Idea, because he had so much love for the Ued2. :mrgreen:
Found it :loool:
http://www.ut99.org/viewtopic.php?f=5&t=1321
ASLY

Re: Replacing monsters with Male/Female Commandos in MH

Post by ASLY »

papercoffee wrote:
ASLYE702 wrote:If I home I write a tutorial how you can make monsters like this.
You can make monster from every model or skin ;)
Even books?
What you mean with this papercoffe? I don't get it.
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Re: Replacing monsters with Male/Female Commandos in MH

Post by papercoffee »

yup, this was before I got involved with the community... great find :tu: will test it later.
ASLYE702 wrote:
papercoffee wrote:
ASLYE702 wrote:If I home I write a tutorial how you can make monsters like this.
You can make monster from every model or skin ;)
Even books?
What you mean with this papercoffe? I don't get it.
Jack explained it already... :wink:
JackGriffin wrote:Yes, even books.

The problem is that the logfiles will fill with errors. This mainly comes from animation calls. The way it works is that the base monster class (scriptedpawn) makes certain animation calls to the model for different situations. If it knows the monster is running it will call the running animation. If the monster was killed it will play the death animation(s). Specific monsters have specific animations too like the Skaarj hair-flip.

If your model does not contain those animations then it will 'freeze' for a moment and an error will be generated into the logfile. Enough of these can destabilize a server and certain animations that call other animations will cause the monster to totally lock up if they are called.

My advice? Yeah you can replace models but you better know what you are doing. Otherwise what seems semi-ok in home testing will fail terribly online and spam the server with huge logfiles (yep, I've done it). There are any number of alternatives here, one of the better ones I might suggest would be the bone looking opponents in the MH ship map that was discussed last week. IIRC those are subclasses ripped from the 7bullets mod but that's how you need to do it.

Now back to your book idea. If you really wanted to use a book you would assign all the default animations into a new book model import. This is much simpler than it sounds as all the animations would be a single frame, the frame used to import the book mesh itself. I used to keep a list of all the default anims (there are more than you think) as well as the specific ones for each model (like the gasbag's hand movements) to make sure I had assigned everything and created no errors. One of the things I was most ashamed of was that I messed this up in Alucard's RobotFactory map. I didn't assign all the anims for the flying impbot and it throws errors at times. I hadn't fully learned all this though but now I do and that's why I'm explaining it here.

Once you properly assign the animation calls you can use any model for any monster. Think of it along the lines of my silly redeemer mod. I replaced the warhead with any number of weird models and it all worked fine as long as you do it right. You will just be limited in what the model can 'do' given it's built-in animations.
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Re: Replacing monsters with Male/Female Commandos in MH

Post by EvilGrins »

Okay, my enthusiasm in editing the XidiaMPack.u kinda died quick as the changes i made didn't stick.

I thought simply re-assigning the newer oldskool out of it would work, each of these monster/humans is assigned a weapon from the olweapons package... but after i switched them and saved it defaulted back to its original settings.

Guess editing a .u file is harder than I thought.

So this .u was created by some mod crew called Team Phalanx, one of their best known members is "Hourences".
http://www.beyondunreal.com/view_story.php?id=1529
http://planetunreal.gamespy.com/View.ph ... ail&id=721

Anybody have a clue how to reach out to them? They had a site on planetunreal but it's gone now.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Replacing monsters with Male/Female Commandos in MH

Post by EvilGrins »

Not so very insane...
papercoffee wrote:In a library themed MH map ...thousands of books attacking you, crawling and flying towards you.
And the Master/Boss of this map would be The Librarian. He/She jumps around between the bookshelfs and fires exploding books at you ...You would never know if a book is a Monster or a Projectile.
:loool: :thuup:
I know it's insane ...but this sounds fun.
...popping around medor's stuff I found this:
http://unrealtournament.99.free.fr/utfi ... iving3.zip

Killer books!
Aso killer candles, chairs, shelves, barrels, etc... but i know you're mostly in it for the killer books.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Replacing monsters with Male/Female Commandos in MH

Post by papercoffee »

EvilGrins wrote:Not so very insane...
papercoffee wrote:In a library themed MH map ...thousands of books attacking you, crawling and flying towards you.
And the Master/Boss of this map would be The Librarian. He/She jumps around between the bookshelfs and fires exploding books at you ...You would never know if a book is a Monster or a Projectile.
:loool: :thuup:
I know it's insane ...but this sounds fun.
...popping around medor's stuff I found this:
http://unrealtournament.99.free.fr/utfi ... iving3.zip

Killer books!
Aso killer candles, chairs, shelves, barrels, etc... but i know you're mostly in it for the killer books.
Wot tha fuuuuuuuu ... Ok now I getting very interested ...do they work well or do they have missing animations?
ASLY

Re: Replacing monsters with Male/Female Commandos in MH

Post by ASLY »

I don't remember really but I think the decorations sliding or flying :D
UT99.org

Re: Replacing monsters with Male/Female Commandos in MH

Post by UT99.org »

medor wrote:Custom_pawn Living3 v. 3,6
Spoiler
Living3 V. 3,5

********** Should include **********
Living3.u
UckkMutator2.ini
DefUckkMutator2.ini
UckkMutatorSuper2.ini
DefUckkMutatorSuper2.ini
UckkMutator2.int
UckkMutatorSuper2.int
Living3ReadMe.txt
******************

Copyright (c) Ageukkeli
All rights reserved.

This is a mod, which replace decorations/things into deadly enemys.

//////////////////////////////////////////////////////////////////////////////////////////

V. 3,4
[FIX] "Uckks" dying more realistic.
[FIX] Some bugs fixed.
[FIX] Tree9 name fixed.
[ADD] Sprite-actors are able to attack.

v. 3,5
[FIX] Changed Crypod name to Cryopod.
[FIX] You shouldn't see blue-like actors anymore.
[FIX] You can see "uckks" in skybox if they spawn there.
[ADD] "Uccks" get more damage and health by it's scale.
[ADD] Added SpriteReplacementDest.

v. 3,6
[FIX] Fixed that you can't compress Living3.u.

Updated: 6.4.2008

//////////////////////////////////////////////////////////////////////////////////////////

Summons:
summon living3.uckk1 - Barrel
summon living3.uckk2 - Book
summon living3.uckk3 - BlueBook
summon living3.uckk4 - GreenBook
summon living3.uckk5 - YellowBook
summon living3.uckk6 - Boulder
summon living3.uckk7 - Candle
summon living3.uckk8 - Candle2
summon living3.uckk9 - Cannon
summon living3.uckk10 - HugeCannon
summon living3.uckk11 - Chair
summon living3.uckk12 - Chest
summon living3.uckk13 - Crypod
summon living3.uckk14 - Dice
summon living3.uckk15 - EscapePod
summon living3.uckk16 - Fan2
summon living3.uckk17 - Flag1
summon living3.uckk18 - Flagb
summon living3.uckk19 - Flag2
summon living3.uckk20 - Flag3
summon living3.uckk21 - IntroShip
summon living3.uckk22 - Knife
summon living3.uckk23 - Lamp1
summon living3.uckk24 - Lamp4
summon living3.uckk25 - Lantern
summon living3.uckk26 - Lantern2
summon living3.uckk27 - MonkStatue
summon living3.uckk28 - NaliStatue
summon living3.uckk29 - Moon
summon living3.uckk30 - Moon2
summon living3.uckk31 - Moon3
summon living3.uckk32 - Plant1
summon living3.uckk33 - Plant2
summon living3.uckk34 - Plant3
summon living3.uckk35 - Plant4
summon living3.uckk36 - Plant5
summon living3.uckk37 - Plant6
summon living3.uckk38 - Plant7
summon living3.uckk39 - Robot
summon living3.uckk40 - PathNode
summon living3.uckk41 - Sconce
summon living3.uckk42 - SeaWeed
summon living3.uckk43 - Sign1
summon living3.uckk44 - SludgeBarrel
summon living3.uckk45 - SteelBarrel
summon living3.uckk46 - TarydiumBarrel
summon living3.uckk47 - SteelBox
summon living3.uckk48 - SmallSteelBox
summon living3.uckk49 - Table
summon living3.uckk50 - Tapestry1
summon living3.uckk51 - Tree1
summon living3.uckk52 - Tree2
summon living3.uckk53 - Tree3
summon living3.uckk54 - Tree4
summon living3.uckk55 - Tree5
summon living3.uckk56 - Tree6
summon living3.uckk57 - Tree7
summon living3.uckk58 - Tree8
summon living3.uckk59 - Tree9
summon living3.uckk60 - Tree10
summon living3.uckk61 - Tree11
summon living3.uckk62 - Tree12
summon living3.uckk63 - Urn
summon living3.uckk64 - Vase
summon living3.uckk65 - Pottery0
summon living3.uckk66 - Pottery1
summon living3.uckk67 - Pottery2
summon living3.uckk68 - Wire
summon living3.uckk69 - SmallWire
summon living3.uckk70 - WoodenBox
summon living3.uckk71 - MedWoodBox
summon living3.uckk72 - SmallWoodBox
summon living3.uckk73 - TorchFlame

Items:
summon living3.uckkthing - Uckk spawner. Admin only.

Mutators:
Living3.UckkMutator2
Living3.UckkMutatorSuper2
Living3.MoverFix

//////////////////////////////////////////////////////////////////////////////////////////

Info:

UckkMutator2.ini

PossibleReplace (0=never, 0.5=sometimes, 1=always) is the possibility of this actor to be replaced with an Uckk (The enemy).
newhealth = the enemy health.
newpushdamage = how much damage is taken per each hit.

You can edit the ini-file or int-file at Advanced Options/Game Types/Living decrotation mutator aswell.
In UGold type 'Preferences' in console for Advanced Options.

If the decoration is not able to be deleted, UckkMutator2 will spawn the enemy in it.

-------------------------------------------------------------

UckkMutatorSuper2.ini

In DesiredProp2:
ReplacementDest = (0=never, 0.5=sometimes, 1=always) is the possibility of this actor to be replaced with an Uckk (The enemy).
ClassNam = The class to be replaced with enemy (uckk).
Health = The enemy health.
MeleeDam = How much damage is taken per each hit.
bNoSounds = bNoSounds tells if the monster should make sounds or not (True = no sounds, False = yes sounds).
GroundSpeedMult = The monsters (uckks) groundspeed (Collisionradius multiplied with GroundSpeedMult).
bNoBloods = bNoBloods tells if the monster (uckk) should make blood or not (True = blood, False = no blood).
ReplaceSubClasses = Mix everything under ClassNam alive (subclasses). If ClassNam=Actor, everything goes alive.

AllowLighting = Should the monster (uckk) make lighting. (True = yes, False = no).
AllowSprites = Allows sprite-like monsters go alive or not. (True = yes, False = no).
AllowBodies = Allows bodies go alive or not. (True = yes, False = no).
AllowTriggers = Allows triggers go alive or not. (They are blocking movers sometimes). (True = yes, False = no).
AllowInventory = Allows inventory go alive or not. (True = yes, False = no).
RealisticDeath = The monster (uckk) death realistic. (True = yes, False = no).
NothingDestroy = Should the decoration/thing die, when spawn the monster (uckk) in it. (True = no, False = yes).
RemoveThingsAroundStart = Should remove living stuff (uckks) around start. (True = yes, False = no).
MPD = Allows monster (uckk) PushDamage multiplier or not. (MultiplePushDamage).
MultiplePushDamage = Monster (uckk) PushDamage multiples with this, if MPD is enabled.
MH = Allows monster (uckk) Health multiplier or not. (MultipleHealth).
MultipleHealth = Monster (uckk) Health multiples with this, if MH is enabled.
SpriteReplacementDest = (0=never, 0.5=sometimes, 1=always) is the possibility of all sprite actors to be replaced with an Uckk (The enemy).
AllReplacementDest = (0=never, 0.5=sometimes, 1=always) is the possibility of all actors to be replaced with an Uckk (The enemy).

You can edit the ini-file or int-file at Advanced Options/Game Types/Super living decrotation mutator aswell.
In UGold type 'Preferences' in console for Advanced Options.

If the decoration/thing is not able to be deleted, UckkMutatorSuper2 will spawn the monster (uckk) in it.

Example:
[living3.UckkMutatorSuper2]
AllowLighting=False
AllowSprites=True
AllowBodies=True
AllowTriggers=True
AllowInventory=False
RealisticDeath=True
NothingDestroy=False
RemoveThingsAroundStart=True
MPD=True
MultiplePushDamage=0.400000
MH=True
MultipleHealth=0.400000
AllReplacementDest=1.000000
SpriteReplacementDest=0.300000
DesiredProp2[0]=(ReplacementDest=1.000000,ClassNam=WoodenBox,Health=80,MeleeDam=10,bNoSounds=False,GroundSpeedMult=99.000000,bNoBloods=False,ReplaceSubClasses=False)
DesiredProp2[1]=(ReplacementDest=0.500000,ClassNam=Health,Health=10,MeleeDam=1,bNoSounds=True,GroundSpeedMult=1.000000,bNoBloods=False,ReplaceSubClasses=True)

-------------------------------------------------------------

MoverFix.

Fix movers against blocking.

//////////////////////////////////////////////////////////////////////////////////////////

--- DefUckkMutator2.ini has Default settings for UckkMutator2.

--- DefUckkMutatorSuper2.ini has Default settings for UckkMutatorSuper2.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Mutator:
Living3.UckkMutator2
(ex. open nyleve?mutator=living3.uckkmutator2) or (switchlevel noork?mutator=living3.uckkmutator2)
two mutators:
(ex. open nyleve?mutator=living3.uckkmutator2,living3.moverfix) or (switchlevel noork?mutator=living3.uckkmutator2,living3.moverfix)


Living3.UckkMutatorSuper2
(ex. open nyleve?mutator=living3.uckkmutatorsuper2) or (switchlevel noork?mutator=living3.uckkmutatorsuper2)
two mutators:
(ex. open nyleve?mutator=living3.uckkmutatorsuper2,living3.moverfix) or (switchlevel noork?mutator=living3.uckkmutatorsuper2,living3.moverfix)

Living3.MoverFix
(ex. open nyleve?mutator=living3.moverfix) or (switchlevel noork?mutator=living3.moverfix)

********
Help:

For UckkMutatorSuper2:
If server/game crashes or lags, try to set replacementdest, spritereplacementdest or allreplacementdest lower.

-- Remove older versions of Living, because you don't need them.

By: Ageukkeli
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Re: Replacing monsters with Male/Female Commandos in MH

Post by papercoffee »

ASLYE702 wrote:I don't remember really but I think the decorations sliding or flying :D
What I mean is what Jack explained because of the missing animation replacements ...you have to replace every possible animation of the monster with an book animation to prevent crashes and log-file errors.
posted read-me wrote:summon living3.uckk21 - IntroShip
OK THIS IS AWESOME... please tell me this works flawlessly. PLEASE.
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Re: Replacing monsters with Male/Female Commandos in MH

Post by EvilGrins »

papercoffee wrote:OK THIS IS AWESOME... please tell me this works flawlessly. PLEASE.
One of my fave things about UT has always been that if you want something badly enough, odds are someone out there has made it. You just gotta find it.
papercoffee wrote:Wot tha fuuuuuuuu ... Ok now I getting very interested ...do they work well or do they have missing animations?
I never got around to testing it myself...
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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