These GameTypes are targeted at players who are adding Monsters to default UT games.
The amazing amount of errors and warnings in the log file that show up when ScriptedPawns, (Monsters), are added to the default UT Gametypes have annoyed me for years. Decided to do something about it.
I had determined a while ago that most of those problems could not be corrected via a mutator without causing even more issues. Decided to try and just fix the default gametypes.
Configuration for all settings other than the new ones are done the same way as you have always done them via the Practice Match config screens. Just pick one of the new gametypes and setup the game with the settings you want as usual.
These gametypes include some extra options.
1. Bot may be more inclined to attack monsters if they encounter them. 2. Added 2 new config variables that add 3 scoring options when a monster is killed.
New config variables:
For AS_SP, DOM_SP and CTF_SP:
bScoreSPKills=True // If True, players score point for killing monsters. bNegScoring=False // If True, players lose a point for killing monsters. (bScoreSPKills must be False)
For the AS_SP gametype only: bScoreTeamKills=True // If True counts kills of other players or bots in the Team Score, as well as monsters. (Default Assault makes no use of the team score....)
New options for the DM_SP gametype:
bScoreSPKills=True // Same as described above. bNegScoring=False // Same as described above. bScoreDeathsBySP=True // If True, players deaths is incremented if they are killed by a monster. bMonsterTeam=True // If True game adds a Player named "The Monster Team" to the game. Will score a point whenever monster kills a bot or player. bScoreSPvsSP=True // If True, and bMonsterTeam=True, "The Monster Team" will score a point when a monster kills another monster.
New options for the TDM_SP gametype:
bScoreSPKills=True // Same as described above. bNegScoring=False // Same as described above. bScoreTeamKills=True // Same as described above. bMonsterTeam=True // Same as described above. bScoreSPvsSP=True // Same as described above. MonsterTeamNum=3 // Team number to put "The Monster Team" on. Valid range 0-3. ForceTeamNum=255 // Team number for Human Players. Valid range 0-3. If 255, players can join any team. bSpawnInTeamArea=True // Attempt to spawn players and bots in Team Area, if the map has PlayerStarts for that team. bRandTeams=False // If True, The Monster Team will be on a random team between 0-3 each game. // If True AND ForceTeamNum is NOT 255, Players will also be placed on a random team.
Note regarding MaxTeams. The default setting for number of teams you can set during game config, will be used for adding bots and players, and team balancing, if it is enabled. By setting some of the new variables, you can force additional teams for human players and/or The Monster Team as you wish.
If The Monster Team is on any team, and that team wins, the game will announce that "The Monster Team" has won.
These new options may be accessed 2 ways.
1. Via the UT menu. Options - Advanced Options - Game Types* 2. Edit the new gametype sections in your UT.ini file.
2. After you play a game with one of the new gametypes, a new section should be appended to you UnrealTournament.ini file.
Look for sections: [UTSPFix5.DM_SPGame], [UTSPFix5.CTF_SPGame] etc.
You can edit the settings there if you wish.
Drop UTSPFix5.int and UTSPFix5.u into your UnrealTournament\System folder. Select one of the new gametypes and play.
For servers, add UTSPFix5 to the ServerPackages section of your ini file. uz file provided for your redirect.
You will need to be using a mapvote mutator that lets you specify the GameType classes in its ini file.
*Credit to Dr.Flay over at UT99.org for the int file tweak that gives access to the gametype settings in Advanced Options. Note you must have OldSkool installed for the Advanced Options menu to be available.
Hello Mr. Loathsome - im replying to the UTSPFix script which interests me. When im trying it with dmindustrialzone (has monsters) though the bots dont ignore the monsters as with normal deathmatch still the monsters ignore the bots. Is this wanted or did i maybe mess something? Anyways i like to make a CTF4 map where the match happens around a monster party which be attacked and attack all botteams while theyre still stealing flags. But this requires that the monsters also attack .. . Greetings - Alex!
Note. This will not work with U1. I compiled it with Botpack as an edit package. DERP!!!!
RC2, will work with U1 and UT. It will most likely also fix the errors inherited from the Fly code that occasionally cause the warnings in the log. (State TacticalMove. Function PickDestination craps....)
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner mutator instead of the mutator included in the Zombies5 package, I think you can adjust that. (Haven't testing adjusting that specific setting yet,....)