FragNewNet

Search, find and discuss about Mutators!
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

DsL444 wrote: Thu May 22, 2025 3:51 pm
asosed wrote: Thu May 22, 2025 12:20 pm
DsL444 wrote: Thu May 22, 2025 8:21 am Hey Asosed,

It seens so that fnn292.GiveWeapons and .NoItemsMap not work on MonsterHunt.
Maybe you can check this.

Items and Weapons will be not removed out from MH Maps.
I checked. Everything works fine. I have all weapons and no pickups on the map. Send me your settings for these mods and I'll try with them.
Hello Asosed,

Im using mh2gold and it seens not to work. Dont know what MH you use.

Here my FNN.ini
[fnn292.TeleportToPoint]
bCmdInform=True
CmdFormatting=!
bCmdFormattingMutate=True
MaxCPs=3
bTeleportEffect=False
bDisallowCaps=True
TeleportMonsProtectTime=5

[fnn292.NoItemsMap]
bNoAllWeapons=True
bNoRedeemer=True
bNoAmmo=True
bNoInvisibility=True
bNoAmplifier=True
bNoShieldBelt=True
bNoArmor=True
bNoThighPads=True
bNoBigKegOHealth=True
bNoMedBoxes=True
bNoVials=True
bNoJumpBoots=True

[fnn292.GiveWeapons]
bDoubleEnforcer=True
bGiveAllWeapons=True
bGiveRedeemer=False
bGiveTranslocator=False
GiveMaxAmmo=199
bNoWeaponsOnMap=True
bNoRedeemerOnMap=True
bNoAmmoOnMap=True
and in mh2gold everything works as intended for me
Image
Letylove49
Adept
Posts: 395
Joined: Tue Feb 28, 2012 7:47 pm
Personal rank: AK admin
Location: suisse

Re: FragNewNet

Post by Letylove49 »

Letylove49 wrote: Thu May 22, 2025 6:42 pm i have test the mutator and i got the same issue.

i have try to do that :
// Miniammo.
//=============================================================================
class MH2MiniAmmo extends MiniAmmo config(MonsterHunt2GoldAKv6);

var config int AmmoAmount;
var config int MaxAmmo;
var config bool MH2MiniAmmoUnlimited;

event PreBeginPlay()
{
Super.PreBeginPlay();
saveconfig();
SetTimer(Level.TimeDilation, true);
}

function Timer()
{
local Ammo A;
ForEach AllActors(class'Ammo', A)
{
if (!MH2MiniAmmoUnlimited && A.IsA('MH2MiniAmmo'))
continue;
A.AmmoAmount = 1990;
A.MaxAmmo = 1990;
}
}

defaultproperties
{
AmmoAmount=50
MaxAmmo=1990
MH2MiniAmmoUnlimited=False
PickupMessage="You picked up 50 MH2 bullets."
if i set on MH2Gold : bUseRegenAmmo=True i get the ammo max but no at the spawn. the ammo regen until to get the maxammo value. for exemple for the enforcer the ammo increase until 1990.

i wish to have 1990 ammo at the spawn without to have to use utspawninvotory because sometime i don't have any weapons if i use custum weapons. settings : "MH2MiniAmmoUnlimited=True "
this " MH2MiniAmmoUnlimited=True " has no effet. is the Regenammo who make effet.
Image

Letylove49 aka Alicia
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

New version 293
1. Same behavior for shots through WarpZone - projectiles do not penetrate inside.
2. Now triggers are activated by hits from any weapon.
3. Canceling damage after respawn that would occur if a player with a high ping of 300+ shoots a player who is already killed on the server side.
Update in first post
Image
z4tan
Novice
Posts: 9
Joined: Wed Sep 07, 2011 1:27 am

Re: FragNewNet

Post by z4tan »

Thanks for uploading version 293. If you can, you should update the demo recording. The games recorded with fragnewnet have many inconsistencies. It's the only major flaw I found. I can show you examples if necessary.
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

z4tan wrote: Sat Jun 07, 2025 1:12 pm Thanks for uploading version 293. If you can, you should update the demo recording. The games recorded with fragnewnet have many inconsistencies. It's the only major flaw I found. I can show you examples if necessary.
use this for record demo: https://github.com/stijn-volckaert/udem ... s/tag/v3.5
demorec works fine
Image
User avatar
yurkapotam
Average
Posts: 37
Joined: Wed Jul 19, 2023 4:21 pm

Re: FragNewNet

Post by yurkapotam »

asosed wrote: Fri Jun 06, 2025 12:25 pm 1. Same behavior for shots through WarpZone - projectiles do not penetrate inside.
really? you couldn't succeed in making bullets pass through WarpZones so you disable projectiles passing through WarpZones?
:barf:
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

yurkapotam wrote: Wed Jun 18, 2025 9:48 pm
asosed wrote: Fri Jun 06, 2025 12:25 pm 1. Same behavior for shots through WarpZone - projectiles do not penetrate inside.
really? you couldn't succeed in making bullets pass through WarpZones so you disable projectiles passing through WarpZones?
I'm working on it now
Image
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

New version 294
1. Ripper now deals damage to the owner when ricocheting off a wall.
2. Shots now pass through WarpZone, with the exception of PulseGun Alt.
3. Fixed flood in log.
Update in first post
Image
Letylove49
Adept
Posts: 395
Joined: Tue Feb 28, 2012 7:47 pm
Personal rank: AK admin
Location: suisse

Re: FragNewNet

Post by Letylove49 »

FNN294 added on Alicia's server
Image

Letylove49 aka Alicia
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

New version 295
1. Improved hit code for opening triggers
2. Fixed flood in log
Update in first post
Image
Letylove49
Adept
Posts: 395
Joined: Tue Feb 28, 2012 7:47 pm
Personal rank: AK admin
Location: suisse

Re: FragNewNet

Post by Letylove49 »

upgradet to 295
Image

Letylove49 aka Alicia
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

New version 296
1. Removed double hitsound when damage occurs (bug fnn295).
2. Improved self damage code ImpactHammer (previously did not always work).
3. Limited to 3 passes through the WarpZone for all weapons.
4. Self damage works when the projectile passes through the WarpZone and hits the owner.
4. Fixed demorec for Shock Combo.
Update in first post
Image
User avatar
Hitman
Adept
Posts: 336
Joined: Mon Aug 16, 2010 11:01 am
Location: Sweden

Re: FragNewNet

Post by Hitman »

I have tried setting the
[fnnxxx.DoubleJump]
maxJumps=3
JumpHeight=1.200000
bJumpWithFlag=True
bJumpWithDodge=True
bJumpWithBoots=True

But the problem compare to the DoubleJumpUTv3 is if you do a dodge in air the jumps stop working so you can only do it once, would be be great if it can be fixed then I will go over to use fnn, I use it on my old Fraggalonia server you see below if you wanna come in to test.
User avatar
asosed
Adept
Posts: 399
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

Hitman wrote: Fri Aug 08, 2025 12:57 pm I have tried setting the
[fnnxxx.DoubleJump]
maxJumps=3
JumpHeight=1.200000
bJumpWithFlag=True
bJumpWithDodge=True
bJumpWithBoots=True

But the problem compare to the DoubleJumpUTv3 is if you do a dodge in air the jumps stop working so you can only do it once, would be be great if it can be fixed then I will go over to use fnn, I use it on my old Fraggalonia server you see below if you wanna come in to test.
Do you want a double jump in air after the dodge?
Image
User avatar
Hitman
Adept
Posts: 336
Joined: Mon Aug 16, 2010 11:01 am
Location: Sweden

Re: FragNewNet

Post by Hitman »

yes if you look at DoubleJumpUTv3 you might figure it out, its setting we used for 20 years so its hard to convince oldies to play without hehe
You do not have the required permissions to view the files attached to this post.