Help, mutator ?

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Help, mutator ?

Postby Red_Fist » Sat Apr 15, 2017 4:30 am

I got that Castle map pack by the


Title : Csejte Castle Map Pack
Filename : HerdPackV3.rar
Game : Unreal
Date : June 20, 2013
Author : ViViDy & Team HerdCoop
Email Address : vividy@live.jp

That, ^ ^ ^

I am trying to make it play like a singleplayer or like the coop is online. is there a way to make enemies drop certain ammo I want ?
I did get some of AKcops2 to work but it adds other things, I am also playing it in UT with oldskool, not Unreal227j gold as I do for online

All I really want is for a few enemies to drop certain ammo, is all I need.

So if there is some mutator that just does that without all kinds of other things going on would be working fine for me.

I don't want play the summon method way they say to do, AKCoop2 seems to be the only thing that I know of, but there has got to be a simple mutator for dead pawns dropping ammo.
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Re: Help, mutator ?

Postby Barbie » Sat Apr 15, 2017 4:28 pm

I'm not sure what's your aim: Do you want to have the map unchanged? Can you simply edit the map? Is the map running locally at home only? Is it running in a public accessible multiplayer environment?
Of course creating a mutator that adds certain ammo to Pawn's "DropWhenKilled" is a peace of cake, but would that be a mutator for that map only?
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Re: Help, mutator ?

Postby Red_Fist » Sat Apr 15, 2017 5:09 pm

Yes they made it for coop only so there is no ammo at all. The only way (as if online) would be to make them drop ammo and keep respawning that ammo.

Basically just for stock pawns only, if you download that pack, you will see there is no friggen way I would even mess trying to edit them, it's pretty friggen awesome too, and a lot of levels -maps to play.

It would be a great alternative to play coop in a way that, I think you can then save your game using oldskool and UT and not starting over and over like coop.

Plus I am completely out of the loop when it comes to coop-server-not server-mutator type of stuff.

If you make one, add some breakable deco for contents if you want to spawn things or not per type, optional.
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Re: Help, mutator ?

Postby MrLoathsome » Sat Apr 15, 2017 5:47 pm

Download my stuff here: http://ecoop.tk/load/
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Re: Help, mutator ?

Postby Red_Fist » Sat Apr 15, 2017 5:59 pm

got it, I just downloaded the other droppers, just tried jzcoop, but none of that stuff shows up for offline, I never could understand all this server vs offline stuff.

I only want to use like a very few things only for the ammo so I don't want to mess up the gameplay. LoL, the way it is now I would have to use the dispersion pistol and endlessly die. It's a big map pack, why I never found or played that pack before is puzzling,

So if it don't show up in the menus I won't know what to do, but I can edit an ini.

I just tried in UT and oldskool and I CAN save my game. so all I need is some ammo. I think I can get weapons here and there in game, but I really want to play this thing. It's so big that I need to be able to save the game.

EDIT

Hmm not getting it, don't see or know what to type in, to assign the ammo type.

Plus I am not sure if-how it works by looking at the ini, but then I only want them to drop one thing but after I take it to drop only one more of the same, over and over. Does it do that or only drop the amount once ?

Oh, like
Brutes drop rocket ammo.
Krall drop ASMD ammo
Skaarj drop rifle ammo

That is the way they are doing it on newbies playground server. and seems to ba a good combo.

And what is really the pits I could edit them just save gametype, but that won't get me any pickups either, :loool:
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Re: Help, mutator ?

Postby ExpEM » Sun Apr 16, 2017 5:03 am

Sounds like you want to make a small mutator.
Something like:
Code: Select all
var class<Inventory> BruteDrop, KrallDrop, SkaarjDrop;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
   if (Other.IsA('Brute') && ScriptedPawn(Other).DropWhenKilled == None)
      ScriptedPawn(Other).DropWhenKilled = BruteDrop;


   if (Other.IsA('Krall) && ScriptedPawn(Other).DropWhenKilled == None)
      ScriptedPawn(Other).DropWhenKilled = KrallDrop;


   if (Other.IsA('Skaarj') && ScriptedPawn(Other).DropWhenKilled == None)
      ScriptedPawn(Other).DropWhenKilled = SkaarjDrop;

   return true;
}
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Re: Help, mutator ?

Postby Red_Fist » Sun Apr 16, 2017 5:33 am

I don't know how to do that though.

But a simple one like that with all the stock pawns and breakable deco that you can use an ini to tell it what to spawn, only ever one item until it's picked up, then keep spawning only one item until picked up never running out.

Trying to make sense of that dropper one, but I am not getting how to edit the ini.
Plus it gets confusing on what gametype I am using, or not, since it's unreal map but using oldskool in UT.

I assume it should almost work on any version Unreal or UT or any gametype for that matter.

I know it has got to be easy with that dropper, but still seems it does more than I need, or maybe not, just confused as hell on this.

In any case you could play almost any map with monsters or deco and make them spawn items without getting elaborate just the basic stock stuff.
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Re: Help, mutator ?

Postby ExpEM » Sun Apr 16, 2017 5:49 am

If you fancy listing off all the pawns and what you want them to drop I can do the mutator for you.
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Re: Help, mutator ?

Postby Red_Fist » Sun Apr 16, 2017 7:10 am

Most or all of the stock scripted pawns, and a way to edit which stock Ammo or health from them using an ini file to type in what ammo or health they drop.

It don't need quantity or amounts or timing just the stock game ammo or health respawn, just drop 1 after they die, and have it continue to leave one till you grab it and spawn only one more till you grab, repeat (it might do that by default)

Don't need shields or weapons or power ups, since the map will have them in the way the mapper places them or optional.
No flock pawns, or teamguns
it would be nice to have breakable decos spawn anything but is not needed.

I am not sure how things would react but it has to work with oldskool and UT99 first, and maybe Unreal gold second (same classes and class names I presume) :noidea

That dropper Loathsome posted might already work just don't know what to type in for the gametypes or other things I am not understanding. AKcoop worked but it adds in other things that messes up the gameplay.
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Re: Help, mutator ?

Postby ExpEM » Sun Apr 16, 2017 8:17 am

See if this works for you, currently all ScriptedPawns will each drop 1 PAmmo.
Modify the ini as you see fit.

Notes:
-Mobs can only drop Inventory classes.
-When using in OldSkool be sure to use the OldSkool versions of unreal1 weapons.

Let me know if you need any changes.
If drops respawn or not depends entirely on the gametype settings.
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Re: Help, mutator ?

Postby Red_Fist » Sun Apr 16, 2017 6:18 pm

Ok working all but respawns

I got the old unreal health by using unrealshare and not botpack.
Got UT medbox using botpack. so both healths work

I put oldskool in the mutator list, and without, and I also ran coop.

Went over my settings in oldskool, neither coop (that I can't use) or SP won't let the item respawn.

so I don't know where to look in game settings, or how much work it would be to build into mutator. but it only needs the defaults for respawn time and only 1 at a time.

It has to respawn to fill up a weapon, the difficulty comes in on how and what and when depending on the enemy order of the mapper and depending on what weapon you get first. But this is a long map pack so would make it pretty hard with one item per enemy. very hard

You got it just fine though since you can edit the ini to contour the gameplay as needed :thuup: but they have to respawn.
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Re: Help, mutator ?

Postby Barbie » Sun Apr 16, 2017 8:57 pm

Red_Fist wrote:but they have to respawn.
So perhaps an Ammo regeneration Mutator would be a better choice for you?
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Re: Help, mutator ?

Postby Red_Fist » Sun Apr 16, 2017 10:05 pm

Anything that you can assign an item in an ini which gives great control over the game without any fancy editing or settings once you edit the ini.

Just seems so weird I thought they always respawned no matter what. this would make any coop level be good for SP. but for this mappack it would work really good without editing all the maps. There is no botpaths at all, none.

I tried MH for a test map with setting the pawn to drop a health, and it don't respawn in MH either. The server I was on uses some coop mod, it does it like no problem.
But I am just trying to have that editable for offline play, or even use deco if wanted optional.

What would be a feature would be to have an existing SP map and have it remove all the ammo and health first, then with the mutator just have enemies drop the health and ammo. Add a new twist to things

Loathsomes probably works, but I need some instruction, but I just don't know to test it until he chimes in to set me straight.
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Re: Help, mutator ?

Postby Barbie » Sun Apr 16, 2017 11:08 pm

Red_Fist wrote:setting the pawn to drop a health, and it don't respawn in MH either
That is by design and/or definition: a drop is a singular event and gives exact one item. See for example GameInfo.uc ("RespawnTime" is the key):
Code: Select all
// Discard a player's inventory after he dies.
function DiscardInventory( Pawn Other ) {
...
   if( Other.DropWhenKilled != None )
   {
      dropped = Spawn(Other.DropWhenKilled,,,Other.Location);
      Inv = Inventory(dropped);
      if ( Inv != None )
      {
         Inv.RespawnTime = 0.0; //don't respawn
         Inv.BecomePickup();
      }
...
Some solutions that have come to my mind:
:arrow: You can either change the game type (subclass GameInfo or TournamentGameInfo) and override that function DiscardInventory().
:arrow: Or subclass all types of ammo that you want. These ammo subclasses have to set their RespawnTime themselves to a none zero value after becoming a pickup.
:arrow: Or create a new (invisible) sub class of Inventory (for example "AmmoSpawner") that spawns the desired kind of ammo and assign it by above Mutator to Pawn's DropWhenKilled.
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Re: Help, mutator ?

Postby MrLoathsome » Sun Apr 16, 2017 11:53 pm

I will try to take a look at what my mutators can do with this.

Think I can make what you want happen with either The Dropper or Swarmspawner.

Been a while since I messed with any of this, but if I come up with some example ini files
I will post them up here for you.

Might be a day or 3 before I get to it...
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