Level Damage Adjustment

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christmas
1337 Haxor
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Joined: Sun Mar 10, 2013 6:30 pm

@Thwart

there is this topic here.
you are off-topic
DW_Ant wrote:
christmas wrote:2. to convert some existing UT2k4 Assault maps into monster evolution....
there are more than 200 out there, on web....yeah, thats right....so, converting a few of them, meaning, adding DWMonsterSpawners and removing the defending teamplayers' start... it cant be that hard.....
That is where maps like Abyss, Argento, Frigate, Grand Canyon, Iguazu, Acatana, Jumpship, Vindication, Nano Clean, Nocturne, Resident Unreal, Seraphim Falling, Thrust, Torlan, Use of Weapons, and Wangara came from.

I would encourage you to convert a map first. No one is stopping you.


1. yeah, i know that already. here is the deal. you mention maps that cant be beaten in 10mins is Assault. [grow up burek]
and
2. I told you, you need to make a video tutorial on how to place a DWMonsterSpawner (basic and advanced) and show their basic properties...
more specifically,
a) monster types and monster ID
you should already have a full list of ALL monsters, in what package they belong to, their ID-tag and name,
so, someone can know what monster and be 100% it will spawn this monster and not wonder what went wrong
b) number of monsters to spawn (fixed value or proportional to players in-game)
c) HP of monsters
d) setting regarding infinite monster spawner
and I mean, just the basic of properties of the actor
after that, anyone who wants, can use the other in-complete tutorial you have about the properties in the forums about how to use DWMonsterSpawner actor



DW_Ant wrote:
christmas wrote:do you mean that, if an r4 player plays an r4 map, then monsters will have half the resistances than before???
Technically, monster with 95% resistance is now 90%, and a monster with 50% resistance is now 0% (doubles the gap between 100% and current resistance).
95% -> 90%
50% -> 0%
this means that monsters now have...half the HP than before
I guess when you use the reference "now" you mean when the Level Damage Adjustment thingy is in effect, right?
or is it already in effect?
DW_Ant
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Location: North Carolina

christmas wrote:2. I told you, you need to make a video tutorial on how to place a DWMonsterSpawner (basic and advanced) and show their basic properties...
To determine where the monster should spawn...
Place a spawn point actor (actor class browser->NavigationPoint->SpawnPoint). Give your spawn point a tag (MyMonsterSpawn). Tag property is found in the events category.

Now place a AdvDWMonsterSpawner (Actor class browser->Keypoint->AdvDWMonsterSpawner). Set the spawner's spawn point tag equal to MyMonsterSpawn. The property is found in the events category.

To determine what monster should spawn...
Open the spawner's properties. Go to MonsterSpawning category. Go to monster classes, and replace "NaliCow" with your new monster. See below for a list of monsters.


To determine when the monster should spawn...
Open the spawner's properties. Go to events category. Set the event property to a new name. (for example: SpawnMyMonster). Whenever the event SpawnMyMonster is called, the spawner will attempt to spawn monsters.

Events can be triggered from a variety of actors. Most common ones are proximity trigger (actor class browser->Triggers->Trigger). Whenever a player touches the trigger, the trigger will trigger its event.

Misc
To determine the number of monsters to spawn, open the spawner properties. Go to MonsterSpawning category, and set the lives property.

If something is not working, and you can't figure out why, open the spawner properties. Go to Object category, and set the bDebug property to true. Then next time you run the game, the spawner will log many things in your UT2004/System/UT2004.log file.


It does not get any easier than that.


christmas wrote:you should already have a full list of ALL monsters, in what package they belong to, their ID-tag and name,
so, someone can know what monster and be 100% it will spawn this monster and not wonder what went wrong
Please visit the DW Monster Roster for a list of monster names.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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christmas
1337 Haxor
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First off,
lets take a UT2004 assault map and try to convert it
Go to:
view-> lvl properties-> lvl info->defaultgametype
replace UT2k4Assault.ASGameInfo with DWMonsterAssault.ASGameInfo

Loading package DWAssaultMapperTools.u in actor browser
actor browser->keypoint->ThingFactory->creaturefactory->DWMonsterSpawner->DWBasicMonsterSpawner
its the only available spawner...not avanced, not nothing else besides that

Image

is there something I'm missing here???


actor browser->NavigationPoint->SpawnPoint
SpawnPoint properties:
Events
Tag: lala001

Image

actor browser->Keypoint->DWBasicMonsterSpawner
DWBasicMonsterSpawner
Events
Tag: lala001

DWMonsterSpawner properties:
MonsterSpawning
lives: 5
monstername: AlienQueen (default was none)
monsterpackage: Package_Xenomorphs
[there is no index option or anything to put index value here...]

Image

actor class browser->Triggers->Trigger
Trigger properties:
Events
Event: lala001

Image

Build All -> save map -> run map from within UT2004->InstantAction->DWassault

nothing spawned...
what am I doing wrong???

P.S: for future reference, for "tag" and "event" names do NOT use words like: spawn, monster, trigger, event, tag, or combination of these.
use totally ir-relevant words (for mis-interpretation reasons)
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christmas
1337 Haxor
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Joined: Sun Mar 10, 2013 6:30 pm

ok I made it work....

the Event of OBJ/trigger must match the Tag of DWMonsterSpawner (e.g. playball)
and
the SpawnPointTag of DWMonsterSpawner must match the Tag of SpawnPoint (e.g. thumbsup)

ps: these two names must be different

btw, using the above spanwer properties it seems that....only 1 Queen will spawn..... after I kill her, it will spawn another.
is that the case? it doesnt spawn all 5 Queens at once?
DW_Ant
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Location: North Carolina

Set MaxItems to 5 (found in ThingFactory category).

It would be much easier to use the new AdvDWMonsterSpawner so that you do not have to worry about issues like that.


I would also highly recommend to use readable names so that it'll be much easier to revisit your map. Finding a spawn point with name: BossSpawn is much easier to understand instead of trying to figure out which spawner is associated with the sj9sJi spawn point.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

DW_Ant wrote:Set MaxItems to 5 (found in ThingFactory category).

It would be much easier to use the new AdvDWMonsterSpawner so that you do not have to worry about issues like that.
where is the AdvDWMonsterSpawner actor?? look above....

DW_Ant wrote:I would also highly recommend to use readable names so that it'll be much easier to revisit your map. Finding a spawn point with name: BossSpawn is much easier to understand instead of trying to figure out which spawner is associated with the sj9sJi spawn point.[/color]
yeah, I get that....

ps1: is there any way to locate all dwmonsterspawners associated with a trigger or spawn point? (using a shortcut key)

ps2: are the monsters in the link you provided ALL the monsters or are there more?
and what about Index number? do I need to use it anywhere?
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Silly_Warlock
Killer in Training
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The AdvDWMonsterSpawner actor is in Actor-> Keypoint, and comes from DWAssaultMapperTools . So it seems that you looked in right place.
What version of mapper tools you have? My are from 2013-11-10 and I can see Adv spawner.
Also maybe you should try to load some other ME packages as well.

Monster roster on Forums isn't complete and the part with marines doesn't tell much about actual monster class XD . All monsters are listed in roster.ini ,You can find it on Forums : viewtopic.php?f=78&t=4239 (ME resources).
You don't have to use IDs unless you want the spawner to spawn monsters from specified ID range.
Adv seems to go straight for Classes instead of using IDs.
I don't even know that I know nothing.
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christmas
1337 Haxor
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Joined: Sun Mar 10, 2013 6:30 pm

Silly_Warlock wrote:The AdvDWMonsterSpawner actor is in Actor-> Keypoint, and comes from DWAssaultMapperTools . So it seems that you looked in right place.
What version of mapper tools you have? My are from 2013-11-10 and I can see Adv spawner.
Also maybe you should try to load some other ME packages as well.
ffs my version of sample package is earlier.... it is from May 2013... can you upload the latest ?
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Silly_Warlock
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You should be able to get it from your cache, but here you are- mapper tools and it's dependencies that were in sample but were updated since. Dunno if you need those at all or if you need even more dpds. :

DWASMapperTools.7z
http://www74.zippyshare.com/v/95238375/file.html
I don't even know that I know nothing.
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christmas
1337 Haxor
Posts: 237
Joined: Sun Mar 10, 2013 6:30 pm

Silly_Warlock wrote:You should be able to get it from your cache, but here you are- mapper tools and it's dependencies that were in sample but were updated since. Dunno if you need those at all or if you need even more dpds. :

DWASMapperTools.7z
http://www74.zippyshare.com/v/95238375/file.html
thanks man.....got it
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