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How to change monsters...

Posted: Sun May 20, 2012 8:28 am
by poompoom500
:scool: Question:

I have a question on changing the monsters at Unreal Editor. How can I apply the right monster toon to my map when after choosing (say) Chestburster (MonsterName) from Package_Xenomorphs (MonsterPackage), a regular DWMonster (Krall) appears? I can not get the right monster to appear in the game.
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Re: How to change monsters...

Posted: Sun May 20, 2012 1:50 pm
by DW_Ant
The Krall is the default monster if the monster spawner cannot find the specified monster. You most likely are running the SmartMonsterPackSample package where that only contains OSM (Skaarjpack) monsters.

It's alright though, if you were to send that map to the server now, the monster spawner will automatically spawn a chestburster.

Check this video out for what Resident Unreal looks like with the Sample Package.

[youtube]http://www.youtube.com/watch?v=rUnABuRCKuI[/youtube]

Re: How to change monsters...

Posted: Mon May 21, 2012 12:28 am
by poompoom500
:scool: To DW_Ant,

Just out of curiousity, anyway I can change anything to get the other MonsterPackage TYPES like DoomMonsters or Xenomorphs?

BTW (By the way), you can use Clone Bandit vehicles for the AS-Xenomoprh maps instead of Hellbenders!? But you have to have the UT2004 mutator installed - http://unrealtournament2004.filefront.c ... _ZIP;27445.
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Re: How to change monsters...

Posted: Mon May 21, 2012 1:47 am
by DW_Ant
poompoom500 wrote:Just out of curiousity, anyway I can change anything to get the other MonsterPackage TYPES like DoomMonsters or Xenomorphs?
It's possible, but a big pain in the neck. You'll need to get the SmartMonsterPack package (that contains all other monsters in DWScriptedMonster form). Unfortunately, you cannot get that package without obtaining all of the monster packs. It's a all or nothing deal. You'll need to get the SatoreMonsterPack, DoomMonsterPack, Xenomorphs, Dragons, MiscMonsterPacks, Bosses, BioBuds, WOS, DWFPack, Dinosaurs, etc... and all of their associated animations, sounds, and textures files to be able to get that.

Very time consuming process. The Sample package was created so that mappers wont have to go through the trouble to obtain them.

poompoom500 wrote:BTW (By the way), you can use Clone Bandit vehicles for the AS-Xenomoprh maps instead of Hellbenders!? But you have to have the UT2004 mutator installed
You can use any vehicle package for your maps. No mutator is necessary since the maps are custom made.

Re: How to change monsters...

Posted: Mon May 21, 2012 4:44 am
by poompoom500
:scool: To DW_Ant,

I was able to decompile SmartMonsterPackSample.u. And I am able to edit it. But my problem is I can't compile it back to *.u file. I used ucc batchexport SmartMonsterPackSample class uc ..\SmartMonsterPackSample\Classes to decompile it. And I tried to use ucc make to compile back to *.u file but it didn't work. Any suggestions on how I can compile and what code to use?

Re: How to change monsters...

Posted: Mon May 21, 2012 12:08 pm
by DW_Ant

Re: How to change monsters...

Posted: Mon May 21, 2012 10:44 pm
by poompoom500
:sdull: To DW_Ant,

I tried that and it still won't work. Somehow it just won't compile. I can decompile/compile other UT2004 *.u files (like XWeapons.u) but not DWMonsterAssault.u or any related DW *.u files. Why?

Re: How to change monsters...

Posted: Tue May 22, 2012 12:34 am
by DW_Ant
Did you add the DW files to the EditPackages listing in your UT2004.ini?

Re: How to change monsters...

Posted: Tue May 22, 2012 2:29 am
by poompoom500
:ssmile: To DW_Ant.

Thank you sir. It worked. It can now compile the DW--.u files.
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UPDATE:
Tried compiling it but I get error - Can't find class, 'SmartMonsterPackSample.DWScripttedMonsterController'. But the class is there.
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Re: How to change monsters...

Posted: Tue May 22, 2012 8:27 pm
by DW_WailofSuicide
What's your objective in editing this file poompoom?