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Wave Notifier Mutator (new issue)
Posted: Sun Mar 04, 2007 12:44 pm
by monsTo
thank you snaggle for making this a reality. There's lots of different ways that we can make good use of this as mappers and i really think that players will truly enjoy it. If nothing else, it will be a real surprise to watch a map start moving on it's own between waves completely changing the tactics.
so where can i download and how do i install it? (=
you MIGHT want to change the trigger to something a little more obscure.
WaveX is just a bit simple and i don't know how common it is in maps out there. I don't know how concerned to be about it tripping up some existing maps.
invasion_wavex would probably cut it.
As far as a test setup, did you install all the rpg/druids shit or did you just use the stock invasion?
[edit]
Here's the completed stuff.
Mutator and map:
http://www.monsto.com/MutInvWaveNotify.zip
map only:
http://www.monsto.com/DM-[dw]-TicTacToe.rar
Re: Wave Notifier Mutator (props snaggle)
Posted: Mon Mar 05, 2007 10:14 pm
by DW_Snaggle
monsTo wrote:so where can i download and how do i install it? (=
See the end of this message. :drunken:
you MIGHT want to change the trigger to something a little more obscure. WaveX is just a bit simple and i don't know how common it is in maps out there. I don't know how concerned to be about it tripping up some existing maps. invasion_wavex would probably cut it.
I took your suggestion to heart and changed the names. See the text below. The one issue with doing this is that I am now unable to test to make sure the names 'stuck' as the testing map is using the old names still.
(with all apologies to Kevin Bacon) "Please sir! May I have another?"
As far as a test setup, did you install all the rpg/druids shit or did you just use the stock invasion?
For Instant Action I used plain-old Invasion. For online play I used a copy of the MM server's setup (as of a couple of weeks ago). So the real answer is "Both".
Here's the help file from the zip:
Code: Select all
This is a mutator that will notify a defined set of actors that
the Invasion Wave is starting.
Since this works using a polling methodology there is a delay of between
zero & 'pollSeconds' seconds between the end of the countdown and the
delivery of this notification.
There are several config items that can be set in the mutator's
config file section. Since this is essentially an extension to
the standard Invasion game-type the standard ut2004.ini (aka the
system ini) is where the config is located.
[MutInvWaveNotify.MutInvWaveNotify]
pollSeconds - The number of seconds between polling actions.
Default: 5
debug - Set to true to see verbose debugging info.
Default: false
bTriggerGeneric - Set to false to disable the generic wave change
notify (see below).
Default: true
bTriggerAllActors - Send notifications to AllActors() rather than just
the DynamicActors()
Default: false
There is a per-wave tag that is used. They are sequentially numbered:
InvWave1, InvWave2, ..., InvWave24
In addition, there is a generic tag that is sent on each change:
InvWaveChange
This 'generic wave change' can be disabled if not desired (see above).
So, for each wave change (which includes the transition to start of game
as 'InvWave1') there will be either 1 or 2 notifications:
InvWave1 & InvWaveChange
InvWave2 & InvWaveChange
.....
InvWave24 & InvWaveChange
NOTE: The mutator as distributed is a ServerSideOnly mutator. This is done
due to the fact that there are no client-side dependencies. This also means
that there is no need to place the mutator on any redirect server as it will
not be downloaded by the clients anyway.
It should still work in 'Instant Action'.
Have fun.
DW>Snaggle
As this is a serverSideOnly mutator, I am unsure as to the 'public' status of the module.
The question is: Does DW want to keep it internal or release it for general consumption?
I have no preference either way.
I have a protected URL for you. I'll need to catch you on Vent or something.
Snaggle.
Re: Wave Notifier Mutator (props snaggle)
Posted: Mon Mar 05, 2007 10:44 pm
by DW_Hornet
Snaggle wrote:monsTo wrote:so where can i download and how do i install it? (=
See the end of this message. :drunken:
you MIGHT want to change the trigger to something a little more obscure. WaveX is just a bit simple and i don't know how common it is in maps out there. I don't know how concerned to be about it tripping up some existing maps. invasion_wavex would probably cut it.
I took your suggestion to heart and changed the names. See the text below. The one issue with doing this is that I am now unable to test to make sure the names 'stuck' as the testing map is using the old names still.
(with all apologies to Kevin Bacon) "Please sir! May I have another?"
As far as a test setup, did you install all the rpg/druids shit or did you just use the stock invasion?
For Instant Action I used plain-old Invasion. For online play I used a copy of the MM server's setup (as of a couple of weeks ago). So the real answer is "Both".
Here's the help file from the zip:
Code: Select all
This is a mutator that will notify a defined set of actors that
the Invasion Wave is starting.
Since this works using a polling methodology there is a delay of between
zero & 'pollSeconds' seconds between the end of the countdown and the
delivery of this notification.
There are several config items that can be set in the mutator's
config file section. Since this is essentially an extension to
the standard Invasion game-type the standard ut2004.ini (aka the
system ini) is where the config is located.
[MutInvWaveNotify.MutInvWaveNotify]
pollSeconds - The number of seconds between polling actions.
Default: 5
debug - Set to true to see verbose debugging info.
Default: false
bTriggerGeneric - Set to false to disable the generic wave change
notify (see below).
Default: true
bTriggerAllActors - Send notifications to AllActors() rather than just
the DynamicActors()
Default: false
There is a per-wave tag that is used. They are sequentially numbered:
InvWave1, InvWave2, ..., InvWave24
In addition, there is a generic tag that is sent on each change:
InvWaveChange
This 'generic wave change' can be disabled if not desired (see above).
So, for each wave change (which includes the transition to start of game
as 'InvWave1') there will be either 1 or 2 notifications:
InvWave1 & InvWaveChange
InvWave2 & InvWaveChange
.....
InvWave24 & InvWaveChange
NOTE: The mutator as distributed is a ServerSideOnly mutator. This is done
due to the fact that there are no client-side dependencies. This also means
that there is no need to place the mutator on any redirect server as it will
not be downloaded by the clients anyway.
It should still work in 'Instant Action'.
Have fun.
DW>Snaggle
As this is a serverSideOnly mutator, I am unsure as to the 'public' status of the module.
The question is: Does DW want to keep it internal or release it for general consumption?
I have no preference either way.
I have a protected URL for you. I'll need to catch you on Vent or something.
Snaggle.
Yes i believe we should distribute this and the class modifier. Atleast consider placing them inside the mutator for the next druids RPG.
Re: Wave Notifier Mutator (props snaggle)
Posted: Sat Mar 10, 2007 4:26 pm
by DW_Snaggle
Snaggle wrote:
As this is a serverSideOnly mutator, I am unsure as to the 'public' status of the module.
The question is: Does DW want to keep it internal or release it for general consumption?
Well, it's been decided to contribute it to the public domain. Here it is:
http://www.boscorama.com/ut2k4/MutInvWaveNotify.zip
Have fun.
Snaggle.
Posted: Sat Mar 10, 2007 5:46 pm
by DW_Hornet
Proof of concept map?
Posted: Sat Mar 10, 2007 6:51 pm
by DW_Snaggle
DW_Hornet wrote:Proof of concept map?
Well, monsto had one that used the old names. I haven't been able to get UEd to work so I haven't checked it with the new names. And he hasn't been around lately (but then again, neither have I :banghead:), sooo.....
Here's a link to the map that uses the old names.
http://www.boscorama.com/ut2k4/DM-triggertest2.ut2
The names in the tags & waitevents will need to be changed as outlined in the help file (also included in a prior post), that is: Wave1 -> InvWave1, etc.
If you do modify the map, can I please get a copy for further testing purposes?
TIA.
Snaggle.
Posted: Mon Mar 12, 2007 1:55 pm
by monsTo
it was a really stupid w'end for me. drove 600 in town moving various fambly/exfambly members around between various little shittles. I'd planned on knocking this out, but i didn't get a roundtuit. I will however attempt to get to it tonight.
if anyone gets to that map before i do, more power to ya, but it should only be tonight. it's just a matter of changing tag names on the unlit movers.
[edit]
concept map available:
http://www.monsto.com/DM-triggertest.rar
i just realized. . . the last rock won't lift cuz it's set for InvWave0 (zero). i was having a bit of a problem and wasn't sure if it was trying to fire InvWave0 and there wasn't one. everything else is fine.
as i was testing this with a WIP map, i remembered what you said about the triggers not firing untill after the countdown. How much of a pita would it be to fire during the countdown? would that mean trying to identify the previous wave end?
the map i'm working on is vehicle based. all vehicles... well a lot of em anyway. and as waves progress, i want to change the make-up of the available vehicles. As a player, it's not a good thing to just be setting up as monsters start spawning. whether it's vehicles, or a different weapon tree, or changing spawns around.
Posted: Tue Mar 13, 2007 5:18 pm
by DW_Snaggle
Hey! There he is.
Thx for the new map.
I'll look into doing a version that tries to recognize the countdown period and send a notify sometime during that.
The other choice is to set the pollSeconds value to 1 so that you will get notified within a second of the countdown finishing.
Snaggle.
Posted: Wed Mar 14, 2007 9:57 pm
by DW_Snaggle
Ok. New version. Since this hasn't gone into 'Production' yet, I've used the same name for the mutator. If anyone needs it renamed, just let me know.
It's still available here:
http://www.boscorama.com/ut2k4/MutInvWaveNotify.zip
I remember now why I chose the end of the count-down as the trigger: No monsters exist before that time. So any monster actors that may have relied on the trigger would not be notified.
Anyway, the default mode of operation now is to wait for the start of the 10 sec count-down and then trigger within the poll period. So for a 5 second poll it will triogger anywhere from immediately to the 'New wave in 6 ...' announcement.
I have also preserved the 'Wait until Start' mode. The two modes are mutually exclusive.
There is a new config variable called bWaitForStart that defaults to false which provides the behavior described above. When set to true the notification trigger is the end of the count-down.
This is also explained in the Help file in the zip.
Snaggle.
Posted: Thu Mar 15, 2007 8:59 am
by DW_ACY
I'm not a mapper and I kinda follow whats going in the tread because I love the Mash and want to know what all the great mappers are coming up with for us next. I just want to say to Snaggle thank you for doing the extra you do. I know the mappers appriciate it especially the great Monsto, Wail, NWolf, Hornet, and If I left someone off the props to you as well. Thank you all for making this community great and an absolute blast to play on DW servers. Once again Thanks Toxic for doing this thing you do!!!!! :cheers: :cheers: :cheers: