How to change monsters...

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poompoom500
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:scool: Question:

I have a question on changing the monsters at Unreal Editor. How can I apply the right monster toon to my map when after choosing (say) Chestburster (MonsterName) from Package_Xenomorphs (MonsterPackage), a regular DWMonster (Krall) appears? I can not get the right monster to appear in the game.
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DW_Ant
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The Krall is the default monster if the monster spawner cannot find the specified monster. You most likely are running the SmartMonsterPackSample package where that only contains OSM (Skaarjpack) monsters.

It's alright though, if you were to send that map to the server now, the monster spawner will automatically spawn a chestburster.

Check this video out for what Resident Unreal looks like with the Sample Package.

[youtube]http://www.youtube.com/watch?v=rUnABuRCKuI[/youtube]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

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poompoom500
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:scool: To DW_Ant,

Just out of curiousity, anyway I can change anything to get the other MonsterPackage TYPES like DoomMonsters or Xenomorphs?

BTW (By the way), you can use Clone Bandit vehicles for the AS-Xenomoprh maps instead of Hellbenders!? But you have to have the UT2004 mutator installed - http://unrealtournament2004.filefront.c ... _ZIP;27445.
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DW_Ant
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poompoom500 wrote:Just out of curiousity, anyway I can change anything to get the other MonsterPackage TYPES like DoomMonsters or Xenomorphs?
It's possible, but a big pain in the neck. You'll need to get the SmartMonsterPack package (that contains all other monsters in DWScriptedMonster form). Unfortunately, you cannot get that package without obtaining all of the monster packs. It's a all or nothing deal. You'll need to get the SatoreMonsterPack, DoomMonsterPack, Xenomorphs, Dragons, MiscMonsterPacks, Bosses, BioBuds, WOS, DWFPack, Dinosaurs, etc... and all of their associated animations, sounds, and textures files to be able to get that.

Very time consuming process. The Sample package was created so that mappers wont have to go through the trouble to obtain them.

poompoom500 wrote:BTW (By the way), you can use Clone Bandit vehicles for the AS-Xenomoprh maps instead of Hellbenders!? But you have to have the UT2004 mutator installed
You can use any vehicle package for your maps. No mutator is necessary since the maps are custom made.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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poompoom500
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:scool: To DW_Ant,

I was able to decompile SmartMonsterPackSample.u. And I am able to edit it. But my problem is I can't compile it back to *.u file. I used ucc batchexport SmartMonsterPackSample class uc ..\SmartMonsterPackSample\Classes to decompile it. And I tried to use ucc make to compile back to *.u file but it didn't work. Any suggestions on how I can compile and what code to use?
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DW_Ant
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The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
poompoom500
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:sdull: To DW_Ant,

I tried that and it still won't work. Somehow it just won't compile. I can decompile/compile other UT2004 *.u files (like XWeapons.u) but not DWMonsterAssault.u or any related DW *.u files. Why?
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DW_Ant
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Did you add the DW files to the EditPackages listing in your UT2004.ini?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
poompoom500
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:ssmile: To DW_Ant.

Thank you sir. It worked. It can now compile the DW--.u files.
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UPDATE:
Tried compiling it but I get error - Can't find class, 'SmartMonsterPackSample.DWScripttedMonsterController'. But the class is there.
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DW_WailofSuicide
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What's your objective in editing this file poompoom?
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