Server Mods/Mutators

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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Mon Apr 06, 2009 7:42 am

Supreme asked me how it was done and here is how the Androm maps were fixed:

Code: Select all

if(Other.IsA('UT_JumpBoots') && !Other.IsA('MHMJumpBoots'))
	{
	    if(InStr ( Level.Title, "Andromeda" ) == -1)  // hack to let the people play with the everlasting jump boots
                    {
                      ReplaceWith(Other,"MHMv2.MHMJumpBoots");
				return false;
                    }
        }
The if(other part tells the server "if you find jump boots in the map, replace them all with MHM boots that I made. The exception being if the string 'andromeda' appears in the map's name. If it does then skip the replacement."

It's an ugly hack but afaik that's the only map with those boots.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Mon Apr 06, 2009 1:24 pm

Please don't forget the long-lasting amplifier in Godz_Return as well, I hope it's not being replaced with a standard amp. :roll:
AFAIK the mod does NOT replace amplifiers so it should be fine. :D
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BIOMECH
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Re: Server Mods/Mutators

Post by BIOMECH » Fri Apr 10, 2009 1:46 pm

SOOOO nice to be able to jump around the village again, Let the good times roll! :mrgreen:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Apr 10, 2009 2:58 pm

I'm glad it works ok. That little bit of code is about to become very handy for the server.

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-HellFire-
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Re: Server Mods/Mutators

Post by -HellFire- » Tue Apr 14, 2009 4:17 pm

Scotty, your Translocator is maybe a little bugged.
I tried to tloc a Krall with 100k and it worked after a few times :o
Im not sure but I thought Ice said supreme also had the same as me..
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Tue Apr 14, 2009 6:10 pm

I knew it probably would on the oversized monsters if you really tried and tried. The way it is designed it does a simple check to see if a monster is within X units of the trans puck. If a monster is within that halo, it wont let you trans in.

That's all fine and good but a lot of the mappers that don't really understand how monsters change when you resize them. They dont know that altering the drawscale (or size) of a monster to make it huge will also mess up the hitbox for the monster. You see that sometimes as you play when some monsters show a blood hit and you were aiming past them. The hitbox is too big for them.

So now you got a monster walking around with this hitbox that may be 300 units wide. It's not impossible to set a trans and tloc at the exact time the hitbox crosses the trans. If you try and try, you'll eventually be able to do it. Now for any normal monster this will never happen, it's only the extreme ones (I'm guessing maybe 1-2% of the monsters I've seen). Hope that clears it up.

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-HellFire-
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Re: Server Mods/Mutators

Post by -HellFire- » Wed Apr 15, 2009 4:34 am

Yes, I understand it now.
It was a huge monster.
I also tried it with a standard brute a couple of times but I didn't work :mrgreen:
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Wed Apr 15, 2009 10:49 am

Yeah if I had coded such a large halo that excluded even the massive monsters, you'd probably have a lot of trouble using the trans at all.

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BIOMECH
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Re: Server Mods/Mutators

Post by BIOMECH » Wed Apr 15, 2009 11:10 am

So that was why I couldnt trans past that evil little B-word fly in the Godz insta room :?
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Vatcilli
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Re: Server Mods/Mutators

Post by Vatcilli » Thu May 14, 2009 12:31 pm

Another possibility is making the locator disc so it is "returned" when it hits a monster.. I guess?
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It's truly a nice night, On nights like these I feel like drinking blood.

gopostal
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Re: Server Mods/Mutators

Post by gopostal » Thu May 14, 2009 1:51 pm

I actually tried that way but what happens is the puck is destroyed, not really returned. There is a small lag as the destroy code is ran, and in that instant you can telefrag with some effort. The way I did it makes the puck become inert before it enters the collision zone of the monster. It probably can be done better, but this was a clean and easy way to do it with a minimum of server loads calculating touch.

gopostal
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Boost mod test (Sunday 17May only)

Post by gopostal » Sun May 17, 2009 8:11 am

Boost Mod

Guys I tossed a newly coded antiboost on the server just to test things out for a few hours. Please try your best to cheat it with any nuke, deemer, or superweapon. If you can affect a player with a superweapon, would you let me know which weapon it was? I have tested with everything I could find, now I need you to break it :twisted:

This is a full server test for Herm. I will replace the old one back as soon as I see if it's OK in gameplay.

gopostal
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Joined: Tue Nov 18, 2008 9:32 am

Server boost status

Post by gopostal » Mon May 18, 2009 8:24 pm

Guys I restored the old antiboost that allows you to be deemer pushed. Thank you for letting me run the newer one for a day. I got great results from it and now I can give it to Herm to use. I know you all missed the Ghandi-jumping but now you can have at it :)

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Hermskii
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Re: Server boost status

Post by Hermskii » Mon May 18, 2009 11:41 pm

Send me the final product and that link I asked for to the site where the guy left it and is now working with you maybe...
~Peace~

Hermskii

gopostal
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Re: Server boost status

Post by gopostal » Mon May 18, 2009 11:46 pm

Let me clean up the code and I'll ship it to you. I'll PM you that addy.

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