Break decorations (barrels, tables, chairs, statues, etc.) to get inventory items (Armor, Health, Damage booster, Shield, weapons, etc.) for a limited time.
Before the disappearance of the gift is a countdown.
If the current weapon has disappeared, it will switch to the "best" weapon.
If it was Armor, it will disappear.
If the Inventory was expendable, such as ammo or Health pack - there will be no timer, Health will not decrease.
You can specify any inventory objects in the settings. For example, a BPak weapon.
If a player controls a Redemeer rocket during its disappearance, there may be various special effects.
Usually the rocket remains guided, but there is no crosshair, it is impossible to detonate it with a click, only crashing into something.
Also when Redemeer disappear rocket make sharp turn to launch orientation.
With all sorts of Jet can be a problems.
The weapon that is picked up is disappear. Ammo remains.
Therefore, if you do not use a Redemeer, then the next time there will be two rocket on it, not one.
Read .txt in archive for more info.
Mutator "Gift From Decoration" for MonsterHunt
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Mutator "Gift From Decoration" for MonsterHunt
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Last edited by Buggie on Sat Jun 03, 2023 4:05 pm, edited 7 times in total.
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Re: Mutator "Gift From Decoration" for MonsterHunt
Whow, I had the same idea, but have not realized it yet. A suggestion: add a probability value to each item so that for example a SuperShockRifle is not given as often as a health vital.
"If Origin not in center it be not in center." --Buggie
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Re: Mutator "Gift From Decoration" for MonsterHunt
Yep. it is your idea. I read your mind.
Currently You can place duplicates in list.
Insta one time, Vial 5 times.
Latter I add probability factor.
------
Added chance. Fix few bugs.
I remind you that this mutator does not need to be specified in ServerPackages so that there are no packet mismatch.
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Fix few bugs.
Currently You can place duplicates in list.
Insta one time, Vial 5 times.
Latter I add probability factor.
------
Added chance. Fix few bugs.
I remind you that this mutator does not need to be specified in ServerPackages so that there are no packet mismatch.
------
Fix few bugs.
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Re: Mutator "Gift From Decoration" for MonsterHunt
New version.
- Source removed from zip because it outdated: I use UnrealEd for edit code without mess with umake and text files.
- Change ini format for support new options: GiftChance, personal Lifespan for each item.
- Source removed from zip because it outdated: I use UnrealEd for edit code without mess with umake and text files.
- Change ini format for support new options: GiftChance, personal Lifespan for each item.
; Chance for create Gift when break Deco. [0; 1]
GiftChance=0.5
; You can list up to 100 Items. Empty items skipped.
; If Item can not be spawned - log record appear.
; On server do not forget list all Items on ServerPackages
; Gift fields:
; FullClass - full class name (with package) for item. Do not forget list Package in ServerPackages!
; Chance - just int value. Can be more 100. If 0 or less then use 1.
; Bigger chance - more often drop this item. But it depends on chances for other items.
; 5 and 10 - give first item less chance rather second.
; 5 and 1 - vice versa.
; By default all chances equal 1.
; Lifespan - seconds before Gift disappear. If 0 Item will not disappear
Gift[4]=(FullClass="UnrealShare.Amplifier",Chance=100,LifeSpan=20)
Gift[5]=(FullClass="UnrealShare.Armor",Chance=100,LifeSpan=40)
Gift[6]=(FullClass="UnrealShare.Health",Chance=100,LifeSpan=0)
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Re: Mutator "Gift From Decoration" for MonsterHunt
Why umake? I use UCC.EXE, but within a batch file that does some sanity checks, updates the version info and copies files from here to there. But the big advance is that I can use an editor for UC files of my choice - including syntax highlighting, bracket identification, auto save, ...
Leave out version, date and author infos of a project is easy for coder but harder for the people that use and maybe archive it - maybe it is necessary to roll back to a previous version. That's my experience of multiple decades messing around with computer stuff...
"If Origin not in center it be not in center." --Buggie
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Re: Mutator "Gift From Decoration" for MonsterHunt
Because previously I use umake. Which obviously call ucc.
Does not matter. For me now more handy use UnrealEd for this.
Then they need use zip files dates
Does not matter. For me now more handy use UnrealEd for this.
Then they need use zip files dates
Last edited by Buggie on Fri Oct 11, 2024 9:52 am, edited 1 time in total.
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Re: Mutator "Gift From Decoration" for MonsterHunt
GiftFromDecoration.txt wrote:Source can be built with UMake.
"If Origin not in center it be not in center." --Buggie
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Re: Mutator "Gift From Decoration" for MonsterHunt
This is reason why I not like this versioning stuff. Most time you do some crap not connected with development itself.
Especially when need rename package listed in .Int file.
Rename package, edit .int, update in zip (add new, remove old), update ServerPackages for tests and so on.
Especially when need rename package listed in .Int file.
Rename package, edit .int, update in zip (add new, remove old), update ServerPackages for tests and so on.
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Re: Mutator "Gift From Decoration" for MonsterHunt
Added version 0.3.
- all setting in separate .ini file.
- Display version info at load.
- all setting in separate .ini file.
- Display version info at load.
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Re: Mutator "Gift From Decoration" for MonsterHunt
I don't get why such thing must be in "Packages" and not only newer items. If these items are stock no packages completion is even needed.
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Re: Mutator "Gift From Decoration" for MonsterHunt
Why exactly is needed network when is completed a "Content" decoration with UT_Eightball ? Decoration drops a STOCK item which is replicated. Last thing needed in network is over-loading channels with these Not-Needed ones.
As a matter of fact someone was recommending SYF mutator in Serverpackages - another ZERO net usage stuff. That one stops Monster vs Monster fight and this is exclusively server's task, replicating it as package is useless as the simulated tick used for such cases... and more 'simulated-with-zero-net-purpose' things.
Eh, never mind, if I need something like this, I'll write my own stuff as Server-Side - all replication here is NATIVE. All player has BotPack and stock files after all.
Even document says that it's Server-Side .
As a matter of fact someone was recommending SYF mutator in Serverpackages - another ZERO net usage stuff. That one stops Monster vs Monster fight and this is exclusively server's task, replicating it as package is useless as the simulated tick used for such cases... and more 'simulated-with-zero-net-purpose' things.
Eh, never mind, if I need something like this, I'll write my own stuff as Server-Side - all replication here is NATIVE. All player has BotPack and stock files after all.
Even document says that it's Server-Side .
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Re: Mutator "Gift From Decoration" for MonsterHunt
Because it be GENERAL answer, why I not like versioning stuff.
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Re: Mutator "Gift From Decoration" for MonsterHunt
v0.4:
Messages about fail now include actor where this happen:
Messages about fail now include actor where this happen:
Code: Select all
Log(Class.Name $ ": Failed spawn class '" $ Gift[i].FullClass $ "' as" @ ItemClass @ "for" @ Other);
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Re: Mutator "Gift From Decoration" for MonsterHunt
I like to implement a more safer algorithm for destroying a time limited Inventory if it is tossed manually or by player's death. Some players suicide by intention and then pick up the inventory (a mighty weapon for example) and can hold it until match ends.
"If Origin not in center it be not in center." --Buggie