ImprovedInvi

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rxut99
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Joined: Fri Feb 17, 2023 9:26 pm

ImprovedInvi

Post by rxut99 »

ImprovedInvi is a mutator that adds additional features and bug fixes to the Invisibility power-up.

Features:
  • Customize the duration of Invisibility
  • Adds an audio cue for when Invisibility is about to expire, similar to what Damage Amplifier has
  • Has the option to enable a Countdown message for the last 5 seconds when Invisibility is about to expire
  • Has an option to enable Drop Invisibility on death and allow other players to pick it up
Bug Fixes:
  • ImprovedInvi fixes the base game bug where Invisibility doesn't interact correctly with Shield Belt in online play.
ImprovedInvi adds this logic:
  • If a player with a Shield Belt takes Invisibility, he will become invisible.
  • If a player with Invisibility takes a Shield Belt, the Shield Belt around him will be visible.
Server-side installation:
  • Loaded the ImprovedInvi package
  • Add ImprovedInvi.ImprovedInviMutator to your mutator list
  • Configure the ImprovedInvi.ini file with the settings you prefer
Default settings for ImprovedInvi.ini:

Code: Select all

[ImprovedInvi.ImprovedInvi]
bEnabled=True
InvisibilityDuration=27
bShowCountdownMessage=True
bAllowDrop=False
You can find the latest version and source code at: https://github.com/rxut/ImprovedInvi

The Drop Invi part of this mutator contains code from the North American UTPure branch.

Special Thanks to Deoad, uZi, Buggie, Silver, and Lockpick for helping with the code and providing feedback.
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EvilGrins
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Re: ImprovedInvi

Post by EvilGrins »

I suppose screenshots of someone invisible would be somewhat pointless.
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Que
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Re: ImprovedInvi

Post by Que »

does the invisi self destruct in death zones?
also after dropping it perhaps have a 10sec countdown before it self destructs.
upon pickup after someone else has dropped it.. does the counter continue from where it was or start again?
can you make it an server actor if pos?

have a look at this and see if theres something in there for the invisi mod.
basically same sort of thing for udamage.
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Barbie
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Re: ImprovedInvi

Post by Barbie »

I tuned the Invisibility for MonsterHunt: if an invisible player don't shoot or bump monsters, they ignore him. Additionally if a monster attack him, the monster will lose interest if the player is some steps away from him.
"If Origin not in center it be not in center." --Buggie
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darkbarrage99
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Re: ImprovedInvi

Post by darkbarrage99 »

Good stuff! :gj:
rxut99 wrote: Tue Mar 05, 2024 4:17 am Bug Fixes:
  • ImprovedInvi fixes the base game bug where Invisibility doesn't interact correctly with Shield Belt in online play.
ImprovedInvi adds this logic:
  • If a player with a Shield Belt takes Invisibility, he will become invisible.
  • If a player with Invisibility takes a Shield Belt, the Shield Belt around him will be visible.
I think it could be cool if more visible shield variations were optional in the ini, like always visible / never visible with invis powerup.
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rxut99
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Re: ImprovedInvi

Post by rxut99 »

Que wrote: Tue Mar 05, 2024 8:26 am does the invisi self destruct in death zones?
also after dropping it perhaps have a 10sec countdown before it self destructs.
upon pickup after someone else has dropped it.. does the counter continue from where it was or start again?
can you make it an server actor if pos?

have a look at this and see if theres something in there for the invisi mod.
basically same sort of thing for udamage.
The Timer for the duration will continue regardless of whether a player has it in the inventory. If Improved Invisibility drops it will keep expiring based on the set duration of effect. It won't wait until someone else picks it up