I got the idea if a mutator exists that changes the default pickups for health, armor, boots etc to newer ones. Same functions but with other - perhaps modern - design and it should be an ALL-IN-ONE mutator, not only one for each pickup.
Exists that already?
Mutator for new designed pickups (health, armor etc)
Mutator for new designed pickups (health, armor etc)
Last edited by Aldebaran on Mon Feb 20, 2017 2:53 pm, edited 2 times in total.
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Re: Mutator for new designed pickups (health, armor etc)
It's generally one of the first mutators someone makes when learning the process. Either that or a sniper rifle version. If you want to learn how then you came to the right place. If you just want to download one then I'd ask Medor.
So long, and thanks for all the fish
Re: Mutator for new designed pickups (health, armor etc)
While searching after "pickups" I found a mutator called "XPickups 1.3".
I will give it a try now, but I see also there exists different versions with the same filename (package mismatch!)...
Which version is the newest to install on a server? v1.3 has 23.671.862 Bytes but I have another version with 23.676.592 Bytes already installed.
Perhaps somebody knows yet another pickup system...
EDIT:
Problem 1 with XPickups:
When starting with XPickups nothing happens when pressing the assigned key for the translocator. When starting without XPickups the key works well and translocator will be activated.
Problem 2 with XPickups:
Some pickups sometimes not appears right from map start like UDamage or Big Keg O' Health (Mega Health). It needs some time (about 1 minute) till they can be taken. I would have solved it differently.
I have only two config lines/variables for this mutator, shouldn't be there more?
I will give it a try now, but I see also there exists different versions with the same filename (package mismatch!)...
Which version is the newest to install on a server? v1.3 has 23.671.862 Bytes but I have another version with 23.676.592 Bytes already installed.
Perhaps somebody knows yet another pickup system...
EDIT:
Problem 1 with XPickups:
When starting with XPickups nothing happens when pressing the assigned key for the translocator. When starting without XPickups the key works well and translocator will be activated.
Problem 2 with XPickups:
Some pickups sometimes not appears right from map start like UDamage or Big Keg O' Health (Mega Health). It needs some time (about 1 minute) till they can be taken. I would have solved it differently.
I have only two config lines/variables for this mutator, shouldn't be there more?
Last edited by Aldebaran on Tue Feb 21, 2017 2:48 pm, edited 2 times in total.
- sektor2111
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Re: Mutator for new designed pickups (health, armor etc)
If you want to find configurable properties you have to create the proper INT file. By opening properties in "preferences" menu things are saved even if that Mod doesn't include "SaveConfig()" function implemented. Because I don't know everything, at doing such an operation I'm using default UT things for figuring declarations. I generated even a Bot selection table and tiny mutators which I never seen in "preferences" before. By screwing a value and closing window, INI file will be created automatically if mod uses a "config" file where you can take a look if something was missing in previous state. UT itself has some values which are not shown to player...
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Re: Mutator for new designed pickups (health, armor etc)
The SwarmSpawner mutator should be able to do all that if you have the right
names for the various properties you want to modify.
names for the various properties you want to modify.
blarg
Re: Mutator for new designed pickups (health, armor etc)
Ok, thanx!JackGriffin wrote:If you just want to download one then I'd ask Medor.
Good idea!MrLoathsome wrote:The SwarmSpawner mutator should be able to do all that
Ok, will have a look into it...sektor2111 wrote:If you want to find configurable properties you have to create the proper INT file.
- Dr.Flay
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Re: Mutator for new designed pickups (health, armor etc)
Xpickups (UT200x ported pickups) is a product of this site...
http://www.ut99.org/utr/xpickups-gamer-manual.html
... and is part of the Community Map Pack 2
http://www.ut99.org/utr/index.html
Yes there were a few versions and fixes, so I compiled a definitive version
viewtopic.php?f=3&t=5082&start=0
I repackaged the Xpickups as a separate DL as there was none here before.
They contain only the most recent files and the documents for all versions.
http://www.ut99.org/utr/xpickups-gamer-manual.html
... and is part of the Community Map Pack 2
http://www.ut99.org/utr/index.html
Yes there were a few versions and fixes, so I compiled a definitive version
viewtopic.php?f=3&t=5082&start=0
I repackaged the Xpickups as a separate DL as there was none here before.
They contain only the most recent files and the documents for all versions.
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Re: Mutator for new designed pickups (health, armor etc)
Reminds me... I should make that thread a sticky, as it truly is the definitive version of XPickups
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Re: Mutator for new designed pickups (health, armor etc)
Then version 1.3 with 23.671.862 Bytes seems to be the final version.
I like them, looks good and have good sounds. But I can't solve the issues mentioned above.
Also the HUD (displaying number of boots left etc) can't be deactivated when using another HUD of another mutator at this position.
And when playing Strangelove only the ones programmed into the map get their stock position shown (charger), the randomly positioned haven't them (especially with those it would be very useful).
At least the number of max boot jumps should be as in config files defined. Why should players have 15 jumps when I only want them to have 3?
For the sake of completeness I named these issues. Perhaps there will be an update sometime...
A new version could be conformed, described in this thread here for more compatibility: viewtopic.php?f=5&t=11992
I like them, looks good and have good sounds. But I can't solve the issues mentioned above.
Also the HUD (displaying number of boots left etc) can't be deactivated when using another HUD of another mutator at this position.
And when playing Strangelove only the ones programmed into the map get their stock position shown (charger), the randomly positioned haven't them (especially with those it would be very useful).
At least the number of max boot jumps should be as in config files defined. Why should players have 15 jumps when I only want them to have 3?
For the sake of completeness I named these issues. Perhaps there will be an update sometime...
A new version could be conformed, described in this thread here for more compatibility: viewtopic.php?f=5&t=11992