Spatial Fear monsters

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EvilGrins
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Spatial Fear monsters

Post by EvilGrins » Thu Nov 03, 2011 12:14 pm

I only learned about this ut99 modification recently, like today. It's got an entirely new set of monster classes. Got it on my system now but I can't figure out how to get the monsters into standard ut99, though I can summon them freely within SF.

http://www.moddb.com/mods/spatial-fear

Anybody know if anyone ever ripped/ported them into an easier to use .u file?
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Nephew9999
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Re: Spatial Fear monsters

Post by Nephew9999 » Thu Nov 03, 2011 4:46 pm

well those are normal monsters........... just take them from the SFCharacter.u
I use "monsterspawn" mutator to summon them on any gametype or map :lol2:
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UEditor
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Re: Spatial Fear monsters

Post by EvilGrins » Thu Nov 03, 2011 8:05 pm

Really? When summoing them didn't work I thought that meant they were unattainable without some extra assist.

I'll try monsterspawn.
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Re: Spatial Fear monsters

Post by EvilGrins » Thu Nov 03, 2011 11:26 pm

Okay, nix that. I can't open the Spatial Fear .u files in order to get a complete list of the monster names. I mean, I open them with UnrealEd but it doesn't register anything from Spatial Fear. This is a key thing with me cuz I wanna put them on MonsterHunt maps.

Looks like you've got them up there with Ueditor. Isn't that the Unreal1 editor?

They won't work with MonsterSpawn if i don't know what they are.
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Re: Spatial Fear monsters

Post by Nephew9999 » Fri Nov 04, 2011 2:23 am

EvilGrins wrote:Okay, nix that. I can't open the Spatial Fear .u files in order to get a complete list of the monster names. I mean, I open them with UnrealEd but it doesn't register anything from Spatial Fear. This is a key thing with me cuz I wanna put them on MonsterHunt maps.
Looks like you've got them up there with Ueditor. Isn't that the Unreal1 editor?
They won't work with MonsterSpawn if i don't know what they are.
Its Unreal Editor 2
anyway here an example
UEDSPF.jpg

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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 04, 2011 3:55 am

Wait, I've got UnrealEd 2.0 and I can't bring them up like that. Why can you?
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Re: Spatial Fear monsters

Post by Nephew9999 » Fri Nov 04, 2011 11:59 am

Just go to "Spatial-Fear" Folder on your UT directory and copy "system" "textures" "sounds" folders to your UT Normal directory.
Open Unreal Tournament.ini search this
[Editor.EditorEngine]
EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=UWindow
EditPackages=Fire
EditPackages=IpDrv
EditPackages=UWeb
EditPackages=UBrowser
EditPackages=UnrealShare
EditPackages=UnrealI
EditPackages=UMenu
EditPackages=IpServer
EditPackages=Botpack

then add
EditPackages=SFCharacter
EditPackages=SFCharacter3
EditPackages=SFCharacter4

now you are done :tu:

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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 04, 2011 10:20 pm

Oh. That sounds pretty easy, and I'd already tried ½ of that.

Thanks.

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Re: Spatial Fear monsters

Post by EvilGrins » Thu Nov 10, 2011 4:08 am

So my first little experiment putting Reavers from Spatial Fear onto my favorite test map went pretty okay. Did run into one little problem though, which may be a factor for all of these new monsters. They use a pheromone actor, a scent marker attached to the main player of that game, so the creatures can track you down when you're playing.

So far as I know, not a factor of standard ut99 play.

The Reavers are pretty tough, especially in a herd. Thing is, they won't attack you without you getting close enough to provoke them. After provoked a number of them will hunt you down... but otherwise they basically just sit where they are and occasionally move amongst themselves.

I just found this interesting. I haven't tested the other classes of Reavers, or the other monsters, as yet.

//=============================================================================
// Spatial Fear
// Name: SFPheromone
// Description: A simple actor that represents a scent mark, constantly generated
// by the main actor Jael during gameplay. These marks are used by
// "smell enabled" scripted pawns, to track the player by scent.
//
// Author: Markus Nuebel
//=============================================================================
class SFPheromone extends Actor;

var float m_fImportance; // Private: How important this pheromone is: Between 0.0 and 1.0
var Actor m_actInstigator; // Private: Source of scent

function PostBeginPlay()
{
Velocity = (Vector(Rotation) + VRand()) * (80 * FRand() + 20);
// Velocity.z += 18;
// Call to base class
Super.PostBeginPlay();
}

simulated function Tick( float DeltaTime )
{
if ( Level.NetMode != NM_DedicatedServer )
{
m_fImportance = LifeSpan / Default.LifeSpan;
ScaleGlow = Lifespan;
AmbientGlow = ScaleGlow * 255;
DrawScale = 4*m_fImportance;
}
// Call to base class
Super.Tick(DeltaTime);
}
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Re: Spatial Fear monsters

Post by Nephew9999 » Thu Nov 17, 2011 7:44 pm

Ya the reavers are special monsters.. i dunno da reason but i cant summon them with monsterspawn,
but they are placeable into a map...... anyway...... sorry if answer too late........
i got banned (LoL cuz staff thougs im kaal fan)...(i never heard about this guy :S)

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Re: Spatial Fear monsters

Post by papercoffee » Fri Nov 18, 2011 12:15 am

You didn't get (temporarily) banned because we thought you are a Kaal fan ...you got (temporarily) banned because of your disrespect to the staff member.
And now give us a break and enjoy UT.

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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 18, 2011 6:59 am

Nephew9999 wrote:Ya the reavers are special monsters.. i dunno da reason but i cant summon them with monsterspawn,
but they are placeable into a map...... anyway...... sorry if answer too late........
i got banned (LoL cuz staff thougs im kaal fan)...(i never heard about this guy :S)
S'cool.

I've been putting them on my fave test map. Gotta say the Spatial Fear monsters suffer one flaw. The modification they come from involves a classification that isn't in standard ut99. A pheromone signature attached to the players. It's designed so the monsters can track the player by scent. Without it, the monsters only attack you if you come within a certain range of them.

Sure, after that they'll chase you down until you're dead or they are... but it is a little bit annoying.
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Re: Spatial Fear monsters

Post by EvilGrins » Sat May 19, 2012 6:06 am

Due to some recent issues with getting online, I came back to this project. Well, not so much a project as just monekying around with these monsters again.

The last time I just tried them and got bored quick. This time instead of just making a temp map I made 2 new ones, standard map I often edit but done over with a desert theme and some monkeying around with the skybox.

There's 3 classes of Reavers, two classes of Skav. Each class of Reaver is a little more lethal and faster than the last, even without that whole pheromone marker doohickey. The Skav's two classes are a basic Skav and a SkavLeader. They're about the same excepting if you place them on the same map the Leader actually seems to be able to influence the other Skav...

...that and the SkavLeader has it's own weapon. Thing hits REALLY hard but while you can pick it up if they drop it, you can't use it. Also might wanna be careful in picking it up as it will detonate if left alone too long.

There's several other classes of these monsters in Spatial Fear I haven't tried yet.

I'd love to share screenshots but this forum has issues with that map. i may be able to cobble something else together to show these off later.
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Re: Spatial Fear monsters

Post by Dr.Flay » Wed May 23, 2012 8:31 pm

The editor with this mod is modified and uses extra files.
It is installed into it's own folder structure, so you need to tell UT where they are.
Add the relevant lines to your UnrealTournament.ini and everything works just fine.

I spawn them all with Asgards MonsterSpawn.

UT99.org

Re: Spatial Fear monsters

Post by UT99.org » Wed May 23, 2012 10:02 pm

medor wrote:Can you make a folder with minimum files to download for work under UT and a readme ?

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