ComboGib Lite

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de1337ed
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ComboGib Lite

Post by de1337ed » Wed Apr 01, 2015 2:59 pm

Newest version:

Code: Select all

class ComboGibLite expands InstaGibDM;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	local Ammo A;
	local Projectile P;
	ForEach AllActors(class'Projectile',P)
		P.Damage=0.0;
	if (Pawn(Other) != None)
		Pawn(Other).Default.DamageScaling = 9999999.0;
	ForEach AllActors(class'Ammo', A)
        A.AmmoAmount = 100;
	return Super.CheckReplacement(Other, bSuperRelevant);
}

defaultproperties
{
   WeaponName=ShockRifle
   AmmoName=ShockCore
   DefaultWeapon=Class'ShockRifle'
}
A lightweight version of Combo Instagib.
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Last edited by de1337ed on Thu Apr 09, 2015 9:44 am, edited 2 times in total.

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papercoffee
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Re: ComboGib Lite

Post by papercoffee » Wed Apr 01, 2015 9:09 pm

What's the difference to the normal (older) version?

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sektor2111
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Re: ComboGib Lite

Post by sektor2111 » Wed Apr 01, 2015 9:53 pm

Good idea...
It needs some love anyway... function ModifyPlayer gets called for player all the time "Other.bIsPawn" check is pointless. But... because I want to see a small challenge with monsters I'll put something into let's say CheckReplacement

Code: Select all

if (Pawn(Other) != None)
    Pawn(Other).Default.DamageScaling = 100;
First 2 defaultproperties are confusing me, the third one I don't need it.
At this damagescaling things goes nasty even with Enforcer... YAY. Good idea for this new gib mutator :tu:

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EvilGrins
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Re: ComboGib Lite

Post by EvilGrins » Thu Apr 02, 2015 12:22 am

Why lite/light?

The idea is to be EXTREME!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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de1337ed
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Re: ComboGib Lite

Post by de1337ed » Thu Apr 02, 2015 11:33 am

Thanks for your suggestion sektor2111, I overlooked the Other.bIsPawn part. I updated the first post with a new version of the mutator (it has even less lines of code).
About the defaultproperties:
Removing the first line results in having no weapons at all.
Removing the second line results in having no ammo at all and being unable to shoot.
Removing the third line results in having a regular InstaGib Rifle.

This mutator inherits functions from its parent, InstaGibDM. Since I did an override of the CheckReplacement function, now I have to call the Super.CheckReplacement, as thats's the parent class' version of it. The parent's version removes all the health crates, armor, Invisibility and UDamage.

The difference from the older (heavyweight) ComboGib is that this version has less lines of code and is possibly lighter on hardware resources (faster to download, less operations for the server). Instead of making many new classes, I just made one that enhances the regular Shock Rifle so it becomes as powerful as the InstaGib rifle. From a player's point of view, you just get a blue version of ComboGib.

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sektor2111
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Re: ComboGib Lite

Post by sektor2111 » Thu Apr 02, 2015 4:55 pm

Ahah you made a child of InstaGib... I simply made other mutator without anything in default.
It's not secret:

Code: Select all

class InstaGib expands Mutator;

event PostBeginPlay()
{
	log ("Initializes All Gib Mutator.");
}

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	if ( Pawn(Other) != None )
	{
		Pawn(Other).Default.DamageScaling=10000;
	}
	bSuperRelevant=0;
	return True;
}
Might be packaged with a different name. Simple all weapons are so deadly.

de1337ed
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Re: ComboGib Lite

Post by de1337ed » Thu Apr 02, 2015 8:32 pm

Here's my version of InstaGib for all weapons (from the other thread) :

Code: Select all

class InstaGibAll expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	local Weapon W;
	if ( Other.IsA('TournamentHealth') || Other.IsA('UT_Shieldbelt')
		|| Other.IsA('Armor2') || Other.IsA('ThighPads')
		|| Other.IsA('UT_Invisibility') || Other.IsA('UDamage') )
		return false;
	ForEach AllActors(class'Weapon', W)
	{
			W.MyDamageType = 'exploded';
			W.AltDamageType = 'exploded';
	}
	if (Pawn(Other) != None)
			Pawn(Other).Default.DamageScaling = 9999999.0;
		bSuperRelevant=0;
		return true;
}
If DamageType is 'shot' or 'decapitated' players do not gib when killed. That includes Enforcer, Minigun, Sniper and possibly Chainsaw secondary. So I had to change the DamageType to 'exploded'.

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EvilGrins
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Re: ComboGib Lite

Post by EvilGrins » Sat Apr 04, 2015 8:20 pm

Okay, so the Lite is more or less a slightly more powerful version of the standard shockrifle. Not bad, overall.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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de1337ed
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Re: ComboGib Lite

Post by de1337ed » Sun Apr 05, 2015 4:45 pm

By changing the Defaultproperties, you can turn a Zeroping or Newnet Shock Rifle into a ComboGib one without coding the Zeroping or Newnet ComboGib versions.
Just replace this:

Code: Select all

   WeaponName=ShockRifle
   AmmoName=ShockCore
   DefaultWeapon=Class'ShockRifle'
with the desired Shock Rifle version.

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Wises
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Re: ComboGib Lite

Post by Wises » Mon Apr 06, 2015 3:23 am

couple of things needed for combogib lite.

1. antispam shock balls
2. reduce or ability to reduce shockball strength

thats about it.

great to see compatibility with newnet , forget zp look more towards LC_weapons
as they are more secure then ZP

see my comboshock mod for anti spam ideas here in these forums.

de1337ed
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Re: ComboGib Lite

Post by de1337ed » Mon Apr 06, 2015 2:37 pm

This works sometimes:

Code: Select all

local Projectile P;
ForEach AllActors(class'Projectile',P)
     P.Damage=0.0;

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Wises
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Re: ComboGib Lite

Post by Wises » Wed Apr 08, 2015 5:36 pm

have you found away to do this ?

or ..

de1337ed
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Re: ComboGib Lite

Post by de1337ed » Thu Apr 09, 2015 9:32 am

I know I can implement it by creating a new ShockProj class (as it was done in all other ComboGib mutators), but the whole idea about this mutator is changing the properties of parent classes through their variables so all child classes inherit the changed properties. Setting the damage of all projectiles to 0 includes ShockProj as well. This way the mutator will work with modifications of original weapons (e. g. MyNewShockRifle with modified ShockProj will also be compatible with this mutator).

I updated the mutator to this new version in the original post.

Higor
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Re: ComboGib Lite

Post by Higor » Thu Apr 09, 2015 5:11 pm

ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

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Wises
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Re: ComboGib Lite

Post by Wises » Thu Apr 09, 2015 8:17 pm

never realized you released your own version Higor.

Goes to show that ComboGib is still very popular amongst players , I remember Thinking years ago before conceiving Combo-Shock..
how Awesome veteran players were with the shock rifle , also how I disliked the standard Gib's delay and the extreme accuracy these players had ... with these 1 shot guns.

not fun being on the receiving end of these things... for others entertainment lol

then I discovered wormbo's version which was/is awesome..
from there was AdminThis's , antispam addon .. then NewNet version and now this and LC_versions.

good to see that it is being brought forwards and will most likely move forwards into UT4 Iam sure.