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Re: Wiki : Mapping Questions
Posted: Wed Sep 26, 2012 8:27 pm
by DW_WailofSuicide
Pretty sure Monster Evolution uses specifically customized monsters. For example, the Doom monsters directly from Iniquitous' website are really quite weak and pose no threat to RPG-enhanced players while being trivial to kill. So Ant had to specifically customize them all for the server. Same with the Dragons. You'll need whatever file is responsible for that.
Re: Wiki : Mapping Questions
Posted: Wed Sep 26, 2012 8:41 pm
by DW_Ant
The Sample package is the OSM monster pack. The skaarj is the substitute for the Invul Hunter. Which means you're spawning one correctly.
In order to run the Smart Monster Pack (full version), you'll be required to have every single monster package. It's a all/nothing kind of deal due to dependencies. The link I gave you contains the resource files for the monster packs. That's useful if you need to compare monster sizes, call monster sounds, create custom textures, etc...
vinc3h wrote:(why not a drop down for monster names, and a drop down for the order(if it has preset variables that must be used)).
A drop down menu is interpreted as an enumerator in UScript. An enumerator is represented by a number. Nali Cow would equal 0, Pupae would equal 1, Fly would be 2, etc...
Since an enumerator is represented by a byte, we would have been limited to 255 monsters. Not to mention that placing them in an enumerator will reduce the flexibility. Monsters could be added/removed from the server.
vinc3h wrote:Also, another question, it seems to spawn at random intervals everytime i test. Sometimes immediately, sometimes 10 seconds, othertimes more or less.
If your interval is set to 0, then the monster spawner is going to attempt to spawn a monster continuously until the number of living monsters reached to the Max Items value. It will not spawn a monster if the spawn point is already occupied. Try placing more spawn points. When you trigger the monster spawner, it'll attempt to spawn a monster immediately.
Re: Wiki : Mapping Questions
Posted: Wed Sep 26, 2012 11:10 pm
by poompoom500
:scool:
By the way, OSM stands for Old Skool Monsta. An Unreal Tournament 2004 mod by SuperApe -
http://www.moddb.com/mods/old-skool-monsta-toolz.
As for the *.ini files, you're going to have to ask DW_Ant. He is the admin.
Re: Wiki : Mapping Questions
Posted: Wed Sep 26, 2012 11:22 pm
by vinc3h
DW_Ant wrote:The Sample package is the OSM monster pack. The skaarj is the substitute for the Invul Hunter. Which means you're spawning one correctly.
In order to run the Smart Monster Pack (full version), you'll be required to have every single monster package. It's a all/nothing kind of deal due to dependencies. The link I gave you contains the resource files for the monster packs. That's useful if you need to compare monster sizes, call monster sounds, create custom textures, etc...
Thats my confusion, i downloaded all the monsters ive seen on the server from that website, and took directly from the cache on top of that, and have all monsters you listed in a different thread, seems like i have most of them, just need to figure out which i don't have, or do i need to load the smartmonsterpack or something like that in order to get it to use it?
Re: Wiki : Mapping Questions
Posted: Thu Sep 27, 2012 12:03 am
by vinc3h
i ran smartmonsterpack through a dependancy checker, its giving me all kinds of missing things like sounds, or animations that IK i have?
Re: Wiki : Mapping Questions
Posted: Thu Sep 27, 2012 1:22 am
by poompoom500
:swondering:
I think you need to ask DW_Ant for those files (SmartMonsterPack). I see about three files in my Unreal Tournament 2004\System folder, SmartMonsterPack.u, SmartMonsterPackResources.u, and SmartMonsterPackSample.u. There is no way you can edit them because you don't have the right files. And if you do want to try, then here's the code for decompiling and compiling the *.u files:
Code: Select all
cd c:\program files\unreal tournament 2004\system
ucc batchexport SmartMonsterPack class uc ..\SmartMonsterPack\Classes
Run CMD on Start, then type the above code.
To compile the *.u file, just type: