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[B@D]Thug
Joined: 07 Oct 2005 Posts: 315
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Posted: Sun May 28, 2006 8:16 pm Post subject: |
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Hyper wrote: | I added an AutoRunCommand "set vase bnodelete false" which fixed the pottery problem. (vase is the parent class)
With this fix it's no longer possible to lag the server by shooting the potteries and causing huge amounts of fragments to be created. I tested it with a reconnect and the potteries are still visible on client side while they are destroyed at server side, but that's not a problem. |
Zombie i still can not use the DZMapM to make Custom Monsters Use Custom guns, and the autoruncommand doesnt work with some of my commands?? How does this work. _________________ Improvements along the way friends and foes.
WebSite:www.freewebs.com/agressivetoys |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Sun May 28, 2006 8:37 pm Post subject: |
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Split off from the "Client crash at HyperCoop Custom Map server (SValley1)" thread because it was off-topic there. _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Mon May 29, 2006 3:56 am Post subject: |
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SkaarjTrooper based pawns don't have their weapons properly replaced in the current DZMapM versions. In fact, any normal CheckReplacement mutator would have the same issue if proper handling of weapon carrying pawns isn't done. It has been advised that any weapons that a Skaarj may carry to not be continuously replaced after level start (bLevelStartOnly=True). That is one of a few things being addressed for the next update to come so that they carry replacements and not have them ever floating nearby.
Weapons carried by any pawns NOT a subclass of SkaarjTrooper may never have there weapon properly replaced because handling them would create a dependancy on that mod. Good examples are the Evol, Gruel and Samain pawns from AKcoop2. Those pawns will be protected in the next update from changes unless a user uses an AutoRunCommand to change the right property.
As for some AutoRunCommands not working, that's expected. The "set" commands only work on objects that are already loaded into memory. DZMapM only executes the command list a second after level start, and anything not spawned before that time isn't manipulated.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Neo_b
Joined: 01 Jun 2007 Posts: 25
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Posted: Sat Jun 02, 2007 1:24 pm Post subject: |
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I have problem with DZMapM 2.15, I can't replace every monster of specified type, I want to replace every Titan, and the only one is replaced... What to do? _________________ Neo_b - http://neo_b.go.pl |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Sat Jun 02, 2007 2:37 pm Post subject: |
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Do you have bUseSwitchReplace= set to true?
Because thats the option that allows you to replace 1 pawn with more..
And have levelstartonly to true? DZMapM wont replace monsters that arent spawned at begin. And i have that to sometimes, sometimes it replaced, sometimes it isnt. _________________
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Neo_b
Joined: 01 Jun 2007 Posts: 25
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Posted: Sat Jun 02, 2007 5:42 pm Post subject: |
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Now I did not change anything and everything was okay, I have no clue what was that supposed to be. :O Thanks for your time. ;) _________________ Neo_b - http://neo_b.go.pl |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Sat Jun 02, 2007 11:11 pm Post subject: |
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I answered in an e-mail to Neo_b about what I believed to be one problem of his, but I will reiterate it here too.
If the original pawn in fact remained when it shouldn't (ReplaceProbability=1.000000) then DZMapM may have detected a caution with replacing that specific pawn in the map with the replacement. An instance when a replacement will not succeed is when it is much larger in size then the original pawn, and it cannot fit in the same space on the map. DZMapM opts to keep the original pawn in place instead of leaving the spot absent if the replacement spawn would fail or result in instability. If one decides to replace an original pawn with a smaller sized pawn then it should always work fine.
There will be better replacement success if users try to make reasonable matches to the original pawns. An example of what nobody should try doing is replacing a Skaarj with a pawn the size of a Titan. That is a great difference in size and would often not succeed since many Skaarj are placed in confined spaces in maps.
Anyway, to answer Neo_b's problem with replacing Titans I must ask if you configured a ReplacePawn entry for 'StoneTitan' too. Unless your replacement is very much larger then a Titan it should be working fine in a correct entry configuration. If you have continuing issues you can e-mail me your DZMapM.ini file with an explaination of what you wanted done, and I can help better.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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TheGuyWhoGotOn
Joined: 21 Nov 2006 Posts: 40
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Posted: Sun Jun 03, 2007 1:17 pm Post subject: |
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Well then you could probably use a "TinyTitan" for the jtool3 mod I think. |
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Neo_b
Joined: 01 Jun 2007 Posts: 25
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Posted: Sun Jun 03, 2007 4:57 pm Post subject: |
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I've not changed StoneTitan, but normal Titans weren't replaced. :O Now it seems to be okay, though I've not changed anything. :O _________________ Neo_b - http://neo_b.go.pl |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Sun Jun 03, 2007 9:12 pm Post subject: |
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Yeah, Zombie,
Is it possible to make to replace monsters who get spawned later?
For the DZmapMutator then.. _________________
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Jun 05, 2007 3:40 am Post subject: |
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Are you refering to CreatureFactory locations? Those are not mutated to spawn any replacements. It skips them as a precaution in case the replacement pawns could break the operation of a map where there are counters or events to open movers. If I did add support then DZMapM would likely only mutate a CreatureFactory if the replacement is a subclass of the original pawn, and not a non-subclass pawn that doesn't have the same preset movement or initial physics. If not that, then maybe a new option in the ReplacePawn configuration to chose to mutate CreatureFactory locations. It's something I can consider more if there is going to be a future update.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Tue Jun 05, 2007 9:04 pm Post subject: |
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Sounds nice ;) Thanks Zombie _________________
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