Dropper v2.0 mutator released.

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Dropper v2.0 mutator released.

Post by MrLoathsome » Thu Sep 30, 2010 5:41 pm

Current, (hopefully final), version of that: http://ecoop.ucoz.com/load/the_dropper/1-1-0-36

Updated again after 5+ years. Above link should still work.

Code: Select all

Change List for v2.0:

1.  Eliminated the need for The NumItems and SPNumItems config variables.
    The mutator just counts those up when it Precaches/Validates your lists on
    startup now.

2.  Spawned Actors will no longer "fall out of the world".*

3.  Issues with Spawned Actors "floating" or getting stuck to walls
    nearly eliminated.   In online use you may still see some of this, but it
    should be temporary.  After a brief period of time, or if you leave the area
    and come back, the item should have landed correctly.

4.  Can now spawn Decoration classes.  If the class you are spawning supports it,
    the item will be pushable and destructible.  If it is a destructible class
    you can adjust its Health value via the HMult() or SPHMult() variables.
    Most destructible Decoration classes such as Barrels, Wooden boxes/chests, Vases
    ect. can be set to contain 1 Inventory item, (Weapon/Pickup), via the DWK() or SPDWK()
    config variables.

5.  Fixed glitch with LSpan/SPLSpan variables where picked up items would "expire" while
    in the players possession.  Mutator now resets the LifeSpan to 0.0 when items are picked up.

6.  Added extra mode(s) for Rotation of spawned items.  Items can now be set to rotate at random
    rates on all 3 axis if desired.  Works for Decoration classes as well.  More details below.

7.  Adjusted Actor Pre-cache routines so that all classes in the DropList(), SPDropList(),
    DWK(), and SPDWK() arrays will be precached before the match starts.

8.  Monsters spawned by the Dropper will now immediately attack the first thing they see.
If you are a current user of the previous version, this update is HIGHLY recommended.
Should be almost painless. No new config vars, although some of the old ones can do more now.
Re-read the Readme.txt file again. Twice. It has also been revised.
Last edited by Dr.Flay on Mon Jan 28, 2019 5:37 am, edited 5 times in total.
Reason: Changed the dead link to an archived version
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Re: Dropper mutator released.

Post by papercoffee » Fri Oct 01, 2010 8:53 am

sounds for me like the Piñata mutator but somehow cooler.

I think about to use it with a bot ....you gonna be killed and the dropper spawns an bot Who take revenge for you ...hehehe.
No health would be better ...as reward for the kill.

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Re: Dropper mutator released.

Post by Dr.Flay » Mon Dec 05, 2011 7:46 pm

Is there a reason the current version uses the Napali103 rather than Napali105 ?
I already have to keep 2 versions installed. Installing a third is a bit much.

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Re: Dropper mutator released.

Post by MrLoathsome » Tue Dec 06, 2011 7:51 pm

The Dropper mutator is independent from all other packages.

It should be able to spawn pawns from either or both of those packages.

Just change the class names in the Dropper.ini file.

(I didn't even know there was a Napali105 version. Thought I had the last one....)
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Re: Dropper mutator released.

Post by EvilGrins » Tue Dec 06, 2011 9:51 pm

I have pinata, one of my favorites.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Dropper mutator released.

Post by Dr.Flay » Tue Dec 06, 2011 11:05 pm

I think it may be more due to the other mods it accesses that refer to it themselves.
The 105 version is available from the official page.
http://www.angelfire.com/empire/napali/mods.html

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Re: Dropper mutator released.

Post by MrLoathsome » Wed Dec 07, 2011 6:01 am

Updated download link in post #1.

Tip: Read the ReadMe.txt file. Then read it again.
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Re: Dropper mutator released.

Post by MrLoathsome » Wed Dec 07, 2011 6:14 am

Dr.Flay wrote:I think it may be more due to the other mods it accesses that refer to it themselves.
And then read the Readme file again. The Dropper will ONLY access other classes if you have added them to the lists
in the Dropper.ini file.

For offline play of any type, those packages just need to be available on your local machine.
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Re: Dropper mutator released.

Post by Dr.Flay » Wed Dec 07, 2011 8:47 pm

:oops: Sorry, my confusion was because EXU2 is preconfigured for the older 303 MonsterSpawn mod, and you had specified Napali103 in the readme.
So yes you are allowed to give me a slap, as I just need to make sure all my configs are edited correctly.
I just ended up with multiple MonsterSpawn.ini's (must watch what I'm doing)

BTW. is there an official page for the MonsterTitan ? I can only find a few uz compressed versions.

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Re: Dropper mutator released.

Post by MrLoathsome » Wed Dec 14, 2011 6:34 am

Not sure on the MonsterTitan question. If you are referring to the Megatitan.u class, that has always
just been there forever. Or at least since the 1st time I found the Wes15 coop and played the DK maps.
(And that was a LONG time ago...) Not sure where it originated.

Never even looked at the Megatitan source, as I never had a need to.
(It does what it should... Its just a big Titan. Could write that quick I bet.)

It it has an official page, I am not aware of it.
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Re: Dropper mutator released.

Post by Dr.Flay » Wed Dec 14, 2011 11:20 pm

Sorry, yes, MegaTitan.
I can find a few servers with the compressed version, but not a normal usable one.
I don't have my PC online, so I can't connect to a server running it.
I'll look for a tool to extract uz files, and get it that way if I can.

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Re: Dropper mutator released.

Post by MrLoathsome » Thu Dec 15, 2011 1:44 am

Just grab the Megatitan.u file out of your cache folder.

Summon Megatitan.Megatitan should work.
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Re: Dropper mutator released.

Post by MrLoathsome » Thu Dec 15, 2011 1:46 am

Note regarding the Dropper mutator.

Discovered today in testing, that the scriptedpawns that come with MonsterSpawn will NOT trigger the dropper, and
the stuff in the SPDropList will not get used when a MonsterSpawn monster gets killed.
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Re: Dropper mutator released.

Post by Dr.Flay » Fri Dec 16, 2011 11:52 pm

Unfortunately as I'm not online at home, I can't connect to a server running it.
I just found a Japanese site with it. http://www1.plala.or.jp/seiryu/Coop/Unreal/
Blagged it!

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Re: Dropper mutator released.

Post by Dr.Flay » Wed Dec 21, 2011 12:26 am

Well I am chuffed to bits with the Megatitan, it works a treat in UT. I guess all the necessary script, textures and sounds are already available, so it works very well.
I think I have found a perfect map for placing a few. The DM-GangOfFrontCity map has large areas outside the city walls, where bots and pawns sometimes get knocked into. Now I can "kill 2 birds with 1 stone" anyone lucky enough to survive being blasted over the walls, will be unlucky enough to land at the feet of a Megatitan :help:

I noticed how much it reminded me of the film "Cloverfield" with this giant walking amongst the skyscrapers, and was thinking of the way it dropped nasty pointy, clawed, teeth and venom-filled death.
:?: I am now wondering if it would be better to mod a new Megatitan X Deathmatchtitan, or to use Dropper (if possible) to spawn spiders and pupae etc. from where the shots are hitting the Titans body (obviously still lowering the health of the Titan).
The napali Spinners are great at laying eggs and infesting city maps, though they were never made to climb walls and ceilings :( , unlike the Chameleon pawn which I recently got.
:?: Can anyone tell me, what is the difference between the MH-Pawns version of the spinner and the "real" 105 version?

I'm gonna see how Megatitans work in the DM-KVARTAL woodland at the side of the cityblock and in the separate city area :satan:
I may also have a go at turning DM-ViceCity into something actually playable with this (big)baby, and with the U2Vehicles I think it may be a very different UT experience!

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