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Forum » Map Packs, Mods & Mutators » Mutators » To play CTF and DM (Modifications of CTF and DM - ideas coming from MrLoathsome)
To play CTF and DM
NelsonaDate: Wednesday, 11-Mar-2015, 10:05 PM | Message # 1
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I have moved into this "default" stuff in purpose to play games using monsters.

In this custom CTF I can play having monsters on my team and on enemy team. DM is a complete wild game, each pawn hunting everthing. Teaming is fired by modified SwarmSpawn(ers). Dual Spawners are configured for 2 games as described in INT.

Stuff is located here:
https://drive.google.com/folderv....sharing
and is called CTF_DM3.zip as long as it was reworked multiple times to gain a better gaming as possible - player eh - nasty old weaponry usage might develop tiny craps but it won't cause any strange explosion, I'll think at fixes other time.


Message edited by Nelsona - Wednesday, 11-Mar-2015, 10:07 PM
 
MrLoathsomeDate: Tuesday, 17-Mar-2015, 1:50 AM | Message # 2
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Cool.

Is this a modification of my MegaTDM and MegaDOM stuff for CTF and DM, or did you do something different here?

Downloaded it and will check it out later when I get more time.


Moo

 
NelsonaDate: Tuesday, 17-Mar-2015, 7:49 AM | Message # 3
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Are Custom CTF DM because I like idea to play using monsters and Bot into team or out of team - Yes you'll see this using NsMonster (archives might be updated if bugs are encountered)

NsCTF:
- Bot (or MBot) are able to play rushing a bit with translocator as human do but in Bot style);
- Enemy Flag reachable - try to KILL defender first;
- No Friendly-Flag Home - Go get it before to run with Enemy-Flag;
Adds:
2 versions of your Spawner will put some monster randomly in each team - simple for CTF and "_1" for DM:
- monster TeamRed will always attack everything which is not red;
- The same for Blues;
- Monster wandering around will attack enemy if is in range;
- Bot recognize Monster which is part of team and won't react at it.

It is NsMonster playing into NsCTF

NsDm - total war - no explanations required, game is 1on1 ready which means Human vs Monster (depending on map pathing) it is advisable usage of maps with good pathing, Skaarj is recommended - for better movement drawscale 0.7 0.8 might be a good value. NsMonster can be used here too because they have different habits out of Team-Games.

Hint: Games are browsable normally using a clean UT client without any tweak.


Message edited by Nelsona - Tuesday, 17-Mar-2015, 7:51 AM
 
NelsonaDate: Wednesday, 13-May-2015, 6:50 AM | Message # 4
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Package has been updated (monsters) and MBot has been adjusted. Actually I had reasons to have different A.I., mainly function "CanFireAtEnemy()" has been screwed

Code
function bool CanFireAtEnemy() //Revision 2015 - using TARGET chapter
{
     local vector HitLocation, HitNormal, EnemyDir, EnemyUp;
     local actor HitActor;
     local float EnemyDist;
     local bool bPrecheck;

     if ( Target == None && ( Enemy != None && CanSee(Enemy)) ) //No target but enemy present
         Target = Enemy;
     if ( Target == None ) //Nothing yet ?
         return False;    //Stay
     if ( Target != None ) //Is something dedicated, enemy maybe ?
     {
         HitActor = Trace(HitLocation, HitNormal, Target.Location, Location, false); //Trace with avoid MOVER
         if ( HitActor == None ) //line seems free
             bPreCheck=True; //Permission Granted
         if ( bPrecheck ) //Then keep going
         {
             EnemyDir = Target.Location - Location;
             EnemyDist = VSize(EnemyDir);
             EnemyUp = Target.CollisionHeight * vect(0,0,0.9);
             if ( EnemyDist > 300 )
             {
                 EnemyDir = 300 * EnemyDir/EnemyDist;
                 EnemyUp = 300 * EnemyUp/EnemyDist;
             }

             HitActor = Trace(HitLocation, HitNormal, Location + EnemyDir + EnemyUp, Location, true);

             if ( (HitActor == None) || ( HitActor == Target )
                 || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) )
                 return true;

             HitActor = Trace(HitLocation, HitNormal, Location + EnemyDir, Location, true); //I'm sorry, this is retarded

             return ( (HitActor == None) || (HitActor == Target)
                 || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) );
         }
     }
     return False; //Else don't spam me
}

And I think they have less chances to kill themselver with "splashdamage" weapons.
 
MrLoathsomeDate: Friday, 15-May-2015, 3:42 AM | Message # 5
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Far out.   Hopefully sometime soon I will be able to get back to some UT coding.

Moo

 
Forum » Map Packs, Mods & Mutators » Mutators » To play CTF and DM (Modifications of CTF and DM - ideas coming from MrLoathsome)
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