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AS-Xenomorph Revised...
Posted: Tue May 29, 2012 4:28 am
by poompoom500
:scool: DWMonsterAssault:
I edited DW_Ant's AS-Xenomorph map (with his permission, of course) by replacing the DWMonsterSpawns with Scripted Triggers to spawn the monsters in their respective spawn areas. I also used Clone Bandits mutator for the vehicles - Hot Rod and Rocket Bikes. Revised map is WIP (work-in-progress). You can play this map in SP (Singleplayer) mode, and still be able to see the monsters as regular (not merely Kralls) monsters (like Pinky, Alien Controller, Drones, Runners, etc...) Screenshots below:

Re: AS-Xenomorph Revised...
Posted: Tue May 29, 2012 8:41 pm
by DW_Ant
I'm a bit worried that you're using Scripted Triggers to spawn monsters since you are probably not using DWScriptedMonsters.
The following is a brief listing of the problems you'll see when you don't use DWScriptedMonsters:
- Resistances will not apply. (against players and monsters)
- These monsters will attack other player monsters (just note the zombies in Resident Unreal)
- They will not be dynamic based on server population
- These monsters will be slaughtered easily since they are not adapted to the RPG. You may even kill a big huge doom monster in 1-2 shots. Not to mention that they will probably deal about 5-10 damage to you.
- Many of the newer RPG stuff (such as the Necromancer class) will not work. Can't capture a nonDWScriptedMonster's soul - making them almost useless if there aren't any souls to capture.
etc.....
I recommend that you use the monster spawner to fix these problems, and it's easier to read rather than looking at a huge array of SpawnActors in a Scripted Trigger.[/color]
Re: AS-Xenomorph Revised...
Posted: Tue May 29, 2012 10:49 pm
by DW_WailofSuicide
I'm a bit confused about what the purpose of this is? I guess if you really want to play Xenomorph offline with different vehicles and no RPG?
Re: AS-Xenomorph Revised...
Posted: Wed May 30, 2012 2:09 am
by poompoom500
:scool: To DW_Ant,
Ok. I see your point. I was afraid that might be a problem. I might have to settle for the vehicles then, or not go through with the map. Or, I might do a totally new map. Thanks anyways, Ant.
:scool: DW_WailofSuicide,
I just wanted to see if I can do a SP and still see the monsters as assigned to scripted triggers. But I can't do that because of what Ant said. Oh well, se la vie.
Re: AS-Xenomorph Revised...
Posted: Wed May 30, 2012 7:58 am
by poompoom500
:scool: To DW_Ant,
Is there anyway I can have the monster show as regular based on their DWMonsterSpawns?
Re: AS-Xenomorph Revised...
Posted: Thu May 31, 2012 6:49 am
by DW_WailofSuicide
Well the key to having the monsters show up properly offline when using DWMonsterSpawns is to have all the monster packages installed and to have your MonsterRoster.ini (Not the actual file name) configured properly. If you don't have both of those set up then the game will just replace the monster (on your local machine) with a Krall or something. That's good though, because otherwise you wouldn't be able to play your level at all on your local machine.
If your level is properly configured then the monster you set up will appear as expected on any machine that is set up with all the monster packages and configurations (e.g. the server).
Re: AS-Xenomorph Revised...
Posted: Thu May 31, 2012 11:01 am
by poompoom500
:scool: To DW_wail,
Thank you. DW_Ant said the same thing but I was thinking that there might be another way. Anyways, all the list of the monsters are in the
DWMonsterSpawner,
MonsterSpawning,
MonsterPackage?
Also, I have most of the monsters from Goeppinger's -
http://www.unreal.shaungoeppinger.com/monsters.html. Can you refer me to the rest?