Wave Notifier Mutator (new issue)

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monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

three cheers for snaggle.

so lemme see if i got this straight . . .

default behaviour: countdown start + pollSeconds = wave notify

after setting bWaitForStart = 1:
do not do the default behaviour but instead do wave start + pollSeconds = wave notify

is that correct?

is bWaitForStart a map or ini bool?

[edit]
i think my vehicle map idea is a little ambitious and am gonna table it in favor of something with a simpler concept. Opening and closing off rooms (and switching spawns) should be about all at this point.

snaggle, this whole thing owns all the ass in the building. i'm not entirely sure what that means but i meant it as a good thing.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

Thanks guys. All compliments gladly accepted & greatly appreciated. :toothy3:

But I think the most praise should be directed to the Monster Meister himself -- Wraith. Without his efforts we wouldn't even be having this sort of fun or expending this sort of effort.
:notworthy:

As to the new functionality, the config item is an ini value. Not sure if/how to make it a map specific value. It should show up in UEd, but not sure under what menu.

As to the triggering of the event: You have the modes right:

bWaitForStart = false (default)
--> Wait for beginning of count-down and then fire within pollSeconds.

bWaitForStart = true
--> Wait until beginning of wave and then fire within pollSeconds

If we need more deterministic timing, it can be done. It was done this way to reduce load on the server.

BTW, since this is a server-side mutator, there will be no version mismatches. Just put in the new version and restart the server.

HTH

Snaggle.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

As I've said before, I'm simply providing the canvas, and these guys are painting the masterpiece. It's a hell of a canvas ;) but it's also a hell of a masterpiece.

I won't pretend I understand what the hell you guys are talking about so I won't.

I just wanted to jump in here and ask Snaggle if he posted to the Epic forums under user releases. That would get you some nice visibility.

Congrats!

Rich (TW)
* > Tommo
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DW_ACY
DW Clan Member
Posts: 860
Joined: Sat Jul 22, 2006 11:00 pm

Wraith...Doh how could I forget master Wraith and his time and effort in making this thing on MM go so well. Please forgive and accept this noobs apology. :error:
Toxic this is one hell of a canvas :headbang:
Image

No shame, no dishonor, will run away to fight another day!
ACY
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

snaggle would you mind terribly looking at Invasion gametype code and seeing if the ScriptedTrigger has been forcibly turned off? they just don't fucking work. The end.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

monsTo wrote:snaggle would you mind terribly looking at Invasion gametype code and seeing if the ScriptedTrigger has been forcibly turned off? they just don't fucking work. The end.
I'll certainly take a peek and see if anything like that is possible.

Are these the same sort of triggers you used in the triggertest map? Have you tried enabling the bTriggerAllActors value? It will notify AllActors rather than just DynamicActors.

Also, I'm not a mapper, but wouldn't enabling & disabling scripted triggers be a function of the map itself? I guess it's time to go read 'The Bible' section on triggers again and see if it makes any more sense now that I've worked it from the coding side.

BTW, does anyone have a clean set of ini files that are known to work with UEd and are willing to share them? I'd really like to get UEd working just so I can get as frustrated with it as others seem to get. :banghead:

Snaggle.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

Snaggle wrote:
monsTo wrote:snaggle would you mind terribly looking at Invasion gametype code and seeing if the ScriptedTrigger has been forcibly turned off? they just don't fucking work. The end.
I'll certainly take a peek and see if anything like that is possible.
actually, it was my own dumbness. i trouble shot the thing for about 2 hrs before i realized that the mover was set as a bump mover, not a trigger mover. )=
Are these the same sort of triggers you used in the triggertest map?


No, actually. . . the scriptedtrigger is what had me so orgasmic about the notifier. With this actor, you can fire off all the events you want, 1 at a time, pretty much however you want. IIRC my reading correctly, it even has some simple if..then conditions it can follow.

All i'm wanting to do right now is move some movers around in specific order with specific timing. Even tho i have 'save areas' where you can stand to not get crushed, there still might be some. I'm trying to move things around so that every wave is damb near a different map . . . but without being able to trigger a bunch of things all at once, it could be a real hassle.

The big thing i wrassled with for quite a while was stopping a mover with multiple keyframes AT each keyframe. From what i've seen, it can't be done. . . if anyone has any ideas about how to do it, lemme know cuz it'll save a bunch of crap.
Also, I'm not a mapper, but wouldn't enabling & disabling scripted triggers be a function of the map itself?
My question wasn't about firing so much as them being available for the gametype. But I found the answer to this question: monsto is a dumbass.
BTW, does anyone have a clean set of ini files that are known to work with UEd and are willing to share them?
try moving (or renaming) all your ini. the game should plunk in clean default versions.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

my Proof of Concept map is complete. All scripted triggers work and all the movers do their thing. A little tweaking, and it'll actually be ready for primetime.

butt. . . and it's a big butt. . .

90% of the power of scripted triggers lies in it's internal Actions. Rather than attempt to explain wtf it can do, i'll just tell you to do my ini suggestion, get ued running, run thru this tutorial, then look at this page here to see all the potential with the available parameters. If you're not much on ued, i'll be more than happy to help you on vent.

Most of those Actions are limited to the player that triggered them. So the request is to somehow make the game think that the red team activated the scriptedtrigger (when in fact it was activated by the game itself).

This isn't super critical and i would imagine it to be a hard one. half of the listed actions can be fired by separate triggers (like the sound ones for example) but it would be cool as hell to teleport the players out of the way of incoming movers or to force them to face something pertinent.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

One possible reason your unreal ed may not work is because you have editpackages="stuff you tried to compile"
Don't forget about removing those before trying the editor if the .u file is not there, or funky.

Othewise, like what Monsto said, just take the ut2004.ini file out of the folder and let it make a new one. That should clear things up.
DW_Snaggle
DW Clan Member
Posts: 381
Joined: Fri Mar 24, 2006 12:00 am

Thanks for the hints on getting UEd running guys. I'll have to try them.

Looks like it is time for me to see what map scripting can do. I'll take a look at those links and see what I can make out.

Not sure I understand the issue with "teams" either. But that may be clearer once I read up on the scripting actions.

Glad you got it figured out monsto. I'm pretty sure the cause you discovered is not covered in the 'The Bible'. :joker:

Hope to see you folks on the servers more often *real soon*.

Snaggle.
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