UPDATED | *NewNet* | ComboShock Mutator V1.0f

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Wises
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UPDATED | *NewNet* | ComboShock Mutator V1.0f

Post by Wises » Thu Apr 18, 2013 4:12 am

Well here's the latest release of ComboShock Version 1e

This is a (NewNet) version of combo Gib.

Features:
========

*AltFire Self Boosting
*NoSelfDamage
*3 Methods of Anti-Spam (Can be set for different GameTypes)
~ Reduce balls (2-3) max can't fire more until projectiles are ()Destroyed - this method not so good for large outdoors maps :\
~ Kill Last instance , This method allows for x Projectiles and will remove others if spammed.
~ Delayed Shots.. timer based method

* denotes , can be adjusted in ComboShock.ini

More:
=====
Tele/translocator can be used by setting bUseTranslocator=true

Credits:
=======
timtim for GlobalUnreal without which none of this would be possible
FeraliDragon for Reduce balls Method of AntiSpam.
Player for getting it to work with CS also for adding other antispam methods
ILoveUT for making it compatible with NN0_9 :D

Thanks to all for help , afaik it works flawlessly.

latest stable release until ^^ someone makes it compatible with NN0_9 ^^ hehe

CSv1.f
Last edited by Wises on Sun May 18, 2014 2:04 am, edited 8 times in total.
...

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*Kr!D_o)
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Re: *NewNet* ComboShock Mutator v1.0a

Post by *Kr!D_o) » Thu May 02, 2013 5:24 am

Author: *Kr!D_o)
Mutator: ComboInstaV2
Download: http://www.mediafire.com/download.php?a2ong2ncdr65y8h

- ¡Installation! - (non umod)
Copy the files included in the package to their respective folders

ComboInstaV2.u - System
ComboInstaV2.int - System

Add the following line to the [Engine.GameEngine] section of your server.ini

ServerPackages=ComboInstaV2

And for the server cmd line;

ComboInstaV2.ComboInstaDM

Add the folloing to your server.ini

[ComboInstaV2.ComboInstaDM]
bNoSelfBoost=False
bNoSelfDamage=True
bNoTeamBoost=False
FireRateScale=1.00
AltFireRateScale=0.50
MinSecondsBetweenBalls=0.1

If you want to run a zpCiG server use the following setup;

ZPPureRC7E.zp_ShockArena,ComboInstaV2.ComboInstaDM

or any zp shock arena ...

- ¡Features! -
x ReduceBalls mod integrated, 1 second fire delay.

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Re: *NewNet* ComboShock Mutator v1.0a

Post by papercoffee » Thu May 02, 2013 11:24 am

Do your ComboShock Mutator v2 base on ComboShock Mutator v1.0a ??

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Re: *NewNet* ComboShock Mutator v1.0a

Post by $carface » Thu May 02, 2013 1:30 pm

Isn't this supposed to be a mod for newnet? Why are you mutating zppure shock arena?

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Re: *NewNet* ComboShock Mutator v1.0a

Post by *Kr!D_o) » Thu May 02, 2013 5:07 pm

@ Papercoffe, Yes only altered so it's compatable with zp. And @ Scarface, yeah mod was made to be compatible with NewNet but does that mean it shouldn't be useful for everyone?

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Re: *NewNet* ComboShock Mutator v1.0a

Post by papercoffee » Thu May 02, 2013 8:15 pm

*Kr!D_o) wrote:@ Papercoffe, Yes only altered so it's compatable with zp.
Then you should credit the original creator of this mod.

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Re: *NewNet* ComboShock Mutator v1.0a

Post by *Kr!D_o) » Thu May 02, 2013 8:30 pm

Ohh, no, this is what i came up with in responce to his request. It's not from his source.

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Re: *NewNet* ComboShock Mutator v1.0a

Post by papercoffee » Thu May 02, 2013 9:48 pm

*Kr!D_o) wrote:Ohh, no, this is what i came up with in responce to his request. It's not from his source.
Aha ...ok

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Re: *NewNet* ComboShock Mutator v1.0a

Post by Wises » Fri May 10, 2013 12:52 am

ok.. not much more has been done in respect to this mod.

several servers run it and it seems to work quite well.

to enable hammer/tele/other items we have resorted to a mod called Keepit (thanks medor)

in any future revisions I have some thoughts on possible AntiSpam Methods as follow;

> Limit Shockballs (with temp dissabled sound) like Wormbo's Version
> Delayed Shots between firing (Reduce Balls concept) for fire balls.
> *New* Make Balls normal Strength in stead of Instant Kill , but keep Primary/Combo's at 1000%

Also for Teambased Games perhaps;

> Coloured shots/combos like ZPColorGib.

* not sure how to implement any/all of these methods into mod.

@Krid unfortunately your version does not work with NewNet :\

Cheers.
...

ASLY

Re: *NewNet* ComboShock Mutator v1.0a

Post by ASLY » Fri May 10, 2013 7:47 am

Is that your own version Wises for your server?
There is an other NewNet Combo Mutator by Higor
Sadly it's removed from "z p | - = | C O M B O I N S T A G I B | = -" :(
Because have some problem with the mod, antispam is blocking the shots 50% (I hope know good)
And in some map the jumppads don't work :X

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Re: *NewNet* ComboShock Mutator v1.0a

Post by Wises » Fri May 10, 2013 9:09 am

yep :)
Last edited by Wises on Thu Jun 20, 2013 9:48 am, edited 1 time in total.
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Re: UPDATED | *NewNet* | ComboShock Mutator V1.0e

Post by Wises » Thu Jun 20, 2013 9:04 am

Updated First post.
New Release ready for servers.
sorry for DP.
...

UT99.org

Re: UPDATED | *NewNet* | ComboShock Mutator V1.0e

Post by UT99.org » Thu Jun 20, 2013 3:29 pm

medor wrote:
Wises wrote:Updated First post.
New Release ready for servers.
sorry for DP.

I try it with no change settings but i have only 20 ammo for start. :noidea http://img577.imageshack.us/img577/5388/r2r6.jpg
[ComboShockv1e.Comboshock]
; ammo multiplier
InitialAmmo=999.000000
bUseCustomInitialAmmo=True

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Wises
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Re: UPDATED | *NewNet* | ComboShock Mutator V1.0e

Post by Wises » Fri Jun 21, 2013 12:05 pm

Try This;

Copy & Paste into ComboShock.ini;

Code: Select all

[ComboShockv1e.NoSpamShock1]
; block fire if more than this
MaxShockBalls=3

[ComboShockv1e.NoSpamShock2]
; remove oldest ball if more than this
MaxShockBalls=2

[ComboShockv1e.NoSpamShock3]
; block fire if shorter than this
MinSecBetweenBalls=0.7

[ComboShockv1e.Comboshock]
; ammo multiplier
InitialAmmo=999.000000
bUseCustomInitialAmmo=True
enableNoSpam=True
bGiveShockRifle=True
; choose antispam method, value: 1-3
AntiSpamMethodDM=2
AntiSpamMethodCTF=2
AntiSpamMethodAS=3
AntiSpamMethodDOM=3
AntiSpamMethodTDM=2
AntiSpamMethodLMS=3
AntiSpamMethodOther=3
; eg. keep translocator / impacthammer ?
bKeepInventoryTDM=False
bKeepInventoryDM=False
bKeepInventoryCTF=False
bKeepInventoryAS=True ; doesn't work yet
bKeepInventoryDOM=True
bKeepInventoryLMS=False
bKeepInventoryOther=False
; 
DamageScaling=1.000000
KnockbackScaling=1.000000
SelfDamageScaling=0.002500
SelfKnockbackScaling=1.000000
FallDamageScaling=1.000000
ZoneDamageScaling=1.000000
WepName[0]=ShockRifle
WepName[1]=
WepName[2]=
WepName[3]=
WepName[4]=
WepName[5]=
WepName[6]=
WepName[7]=
WepName[8]=
WepName[9]=
WepName[10]=
WepName[11]=
WepName[12]=
WepName[13]=
WepName[14]=
WepName[15]=
WeaponDamageScaling[0]=100.000000
WeaponDamageScaling[1]=1.000000
WeaponDamageScaling[2]=1.000000
WeaponDamageScaling[3]=1.000000
WeaponDamageScaling[4]=1.000000
WeaponDamageScaling[5]=1.000000
WeaponDamageScaling[6]=1.000000
WeaponDamageScaling[7]=1.000000
WeaponDamageScaling[8]=1.000000
WeaponDamageScaling[9]=1.000000
WeaponDamageScaling[10]=1.000000
WeaponDamageScaling[11]=1.000000
WeaponDamageScaling[12]=1.000000
WeaponDamageScaling[13]=1.000000
WeaponDamageScaling[14]=1.000000
WeaponDamageScaling[15]=1.000000
WeaponKnockbackScaling[0]=1.000000
WeaponKnockbackScaling[1]=1.000000
WeaponKnockbackScaling[2]=1.000000
WeaponKnockbackScaling[3]=1.000000
WeaponKnockbackScaling[4]=1.000000
WeaponKnockbackScaling[5]=1.000000
WeaponKnockbackScaling[6]=1.000000
WeaponKnockbackScaling[7]=1.000000
WeaponKnockbackScaling[8]=1.000000
WeaponKnockbackScaling[9]=1.000000
WeaponKnockbackScaling[10]=1.000000
WeaponKnockbackScaling[11]=1.000000
WeaponKnockbackScaling[12]=1.000000
WeaponKnockbackScaling[13]=1.000000
WeaponKnockbackScaling[14]=1.000000
WeaponKnockbackScaling[15]=1.000000
...

UT99.org

Re: UPDATED | *NewNet* | ComboShock Mutator V1.0e

Post by UT99.org » Sun Jul 07, 2013 1:07 pm

medor wrote:Oups just read this

i try online and i have only 20 fires available

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