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Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Mon Oct 05, 2009 1:42 pm
by Rakiayn
I am currently improving the codes making them more effecient, so you can can make your monsterspawner without needing to type any code
I think I will have this finished in a few days.

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Mon Oct 05, 2009 3:18 pm
by Sergeant Todd
zacman wrote:Yeah, I'm trying to make a weapon that spawns the "Skaarj Nuke Commando," an Exploding Skaarj Trooper... I've tried changing the projectile scripts a little, but am still lost :/
zacman,
a Skaarj suicide bomber? :D tic

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Tue Oct 06, 2009 8:05 am
by zacman
Yup XD
He's more or less a walking Redeemer missile XD

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Tue Oct 27, 2009 10:43 pm
by Rakiayn
Okey, time to post an update on progress.

I Asked the dane if he wished to join but he wasnt interrested.
lately I havent posted much , but I have been using my spare time to code alot.
and ive changed a lot of things.
most of the stuff I have changed you wont noticed while playing, I have optimized the coding,
and can now make a new monster spawner plus projectile plus monster without typing any code.


Ive been playing with HUD and the MOD menu and I have good convidence that I will figure it out completely.
and I have already made a hud with shows some things, like:
-monsters you have spawned
-monster you have killed/lost/converted/healed
-total monsters in game
-your credits (gained by killing monsters)

other new stuff:
-monsters are not stutues anymore when spawned
-TeamDeatmatchMonstermatch. (still in progress)
which is basicly teamdeathmatch only with monstermatch weapons. up to 4 teams
-monsters have team colors, up to 4 teams.
-if you aim at a monster you can see who is its owner plus the monsters health
-all players have there own color within a team. lets say blue team has 3 players.
then blueplayer 1 his monsters are blue
blue player 2 his monsters are a different kind of blue
blue player 3 ....etc
-titanspawner ( spawns titans ;P)
-converterweapon.
the primary fire launches a projectile that can convert enemy monsters from whatever team to your team.
some monsters are harder to convert that others, and some monsters can not be converted at all.
the more you fire on a monster, the bigger that chance gets that the monster converts to your team
secundaryfire lauches a projectile that heals any pawn it hits up to 20 points
-nali priest spawner
spawns a nalipriest that can convert enemy monsters to your team.
-monster wont fight eachother until the match starts
-the more monsters you have, the slower your ammo regenerates. you can see how much slower your ammo regenerates in the HUD.
how strong your monsters are also effects ammo regeneration.
when your monsters die , your ammoregeneration rate is restored.


I am now working on the hud and the MOD menu.
I also want to implent a screen that you can summon when pressing a certain key
in the screen you can select the weapons you want to have.
and you can buy items to improve your monsters. you can buy items with credit, you receive credit by killing,converting,spawning,and healing allyd monsters
items that you can not lose when your dead. I have already made some of those items (first post), but they are still only pickups. although some items dont work properly anymore because I recoded a lot of stuff.
Ive been experimenting with these kind of thuff and I think I am able to make this

some pictures showing 4 teams

2 minutes after the game started:
http://img337.imageshack.us/img337/1986/shot0003a.jpg

a little later:
http://img88.imageshack.us/img88/9935/shot0068a.jpg

titan on a rampgage
http://img337.imageshack.us/img337/6495/shot0079a.jpg

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Wed Oct 28, 2009 11:47 am
by zacman
Might I make a suggetion? Make a "Core" file, one that is the heart of all the scripts. Then, I can help by taking the core file and making another .U to go with it-this way, people can help you, and they don't have to wait for more updates (E.G, my stuff for the MH Pack centers around UTR, but is in a ZacmanMHPak.U file to keep it separate, and if Ferali were to update UTR, I could still be editing.)

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Wed Oct 28, 2009 10:37 pm
by Rakiayn
thats a good Idea.
I have currently 1 script for the weapons, all subclasses contain no codes.
also for the projectiles,
and same fore the monsters, although the subclassed monsters do have the script of the normal monsters.
so instead of 100 pages of code, It is now narrowed to like 5 pages of codes.
So is that good enough as a core file?, and should I delete all subclasses and keep only the main scripts for the core file or is that not important

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Thu Oct 29, 2009 12:09 am
by zacman
If they're already in the file, they might as well be left in.

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Fri Nov 13, 2009 3:56 am
by zacman
Pupil free day @ school today, and I feel like mapping, so I'll make an MM map I think :P

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Sat Nov 14, 2009 4:32 pm
by Rakiayn
nice :)
im coding a lot lately. it still is a lot of work to make the core file. but it is going pretty well :)

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Sun Nov 15, 2009 9:47 am
by zacman
One more thing: Since I had some spare time and I H-A-T-E the green stuff on the Bronze Pickups and ammo (No offence) I went and made some new textures-try 'em out. They're color changes of the Goldskin2, and there's a REAL silver, not that blue stuff epic made

http://www.mediafire.com/?mojrijyiznh

It has heaps of new effects for use with MeshEnviroMap models, try it out (The Negatives look like crap, btw, don't use 'em-I made them as an experiment) The Black looks really cool as Ammo, and there is an actual bronze texture, instead of the green crap :tu: If you want each ammo pickup to be a different color, there's craploads of others.

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Sun Nov 15, 2009 2:56 pm
by Rakiayn
cool!
I just checked them out. they look much better
I especially like the black and white one.

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Mon Dec 21, 2009 1:32 pm
by gopostal
If you get stuck on something or need help with an issue, feel free to ping me. I probably know as much as anyone about scripted pawn, especially as it relates to AI and team play. I don't really want to take on a full project but I'd be happy to code you out of any bad spots you might be in.
agutgopostal(at)live.com is my messenger
agugopostal(at)hotmail.com is my email

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Tue Dec 22, 2009 12:03 am
by Rakiayn
thats Great :tu:
any help is welcome :mrgreen:

updat: still working on the core file. monsters are not Bisplayer anymore.
monsters are not viewed as bots/players anymore
which has some pros and cons. but I made a decision
pro's:
-no monster limit on lan games/online games.
-they dont appear on the score list
-bots wont change teams trying to balance the teams, because monsters are not on the scoreboard
anymore
-no more switching between monsters with f5, espaecially anoying when your team has a lot of monsters
- no more telefragging when spawning a monsters on an other monster

cons
- bots attack there own spawned monsters
- friendly fire doesnt work anymore for monsters
- monsters are not directly attacked by scriptedpawn anymore
- monsters attack each other much less

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Thu Jan 07, 2010 4:47 pm
by Rakiayn

Re: reqruiting mappers and coders for new gametype: MonsterMatch

Posted: Sun Mar 07, 2010 9:22 pm
by Rakiayn
playing monster hunt with the monstermatch spawner.
as you can see I changed the hud

Image

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