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Very Hot Topic (More than 25 Replies) new mutator being used, medFlag210 (Read 14918 times)
Helen
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new mutator being used, medFlag210
Jun 28th, 2010 at 1:57am
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This mutator allows me to put new flags with new textures into already existing and built maps. It allows me to rotate the textures dynamically, so the flag will have one texture during a map and then another for the next map. Here are some pics:













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« Last Edit: Jul 31st, 2011 at 2:23pm by Helen »  

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Re: new mutator being used, medFlag200
Reply #1 - Jun 29th, 2010 at 5:55pm
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That is Nice - kind of like "ServerAdds" but far less annoying! Wink
  

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KJynx
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Re: new mutator being used, medFlag200
Reply #2 - Oct 3rd, 2010 at 8:21am
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Wow could i use this mod? Very neat
  
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Helen
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Re: new mutator being used, medFlag200
Reply #3 - Oct 4th, 2010 at 5:52am
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Quote:
Wow could i use this mod? Very neat


I didn't bother posting this as a public mutator, because there is a lot of setup you have to do, I don't think anyone would be as crazy as me to spend the time on it. There are 2 additional things you have to do yourself.

A. make your own custom flag texture file.
B. open the maps in the UnrealEd to find out the coordinates where you want to put the flags.

Neither of these is really hard once you get into the swing of it, but they are time consuming. But if you are still interested, let me know and I'll post it and do up a readme.
  

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KJynx
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Re: new mutator being used, medFlag200
Reply #4 - Oct 30th, 2010 at 1:39am
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Yes that would be great Helen, I would like to create some interesting flags, btw what size does the texture need to be for those flags?
  
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Helen
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Re: new mutator being used, medFlag200
Reply #5 - Oct 30th, 2010 at 3:55am
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I'll provide all that info, plus two template pcx files, with one blue and red flag each. Just give me a chance to knock it together this weekend.
  

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KJynx
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Re: new mutator being used, medFlag200
Reply #6 - Oct 30th, 2010 at 3:56am
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Awesome that would be great Helen!
  
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Helen
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Re: new mutator being used, medFlag200
Reply #7 - Oct 31st, 2010 at 1:41am
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http://www.birdieman.com/downloads/medFlag210.zip

Any questions just ask.

Gooooooood luck!
  

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KJynx
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Re: new mutator being used, medFlag200
Reply #8 - Oct 31st, 2010 at 1:44am
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Awesome thanks alot!
  
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Helen
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Re: new mutator being used, medFlag200
Reply #9 - Oct 31st, 2010 at 8:24pm
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I forgot one setting. I have updated the readme in the link. Or you can just copy it from here:

Code
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a final setting to do with rotating the textures. If you are pinning certain textures to certain maps/flag positions,
then it may be that you don't want this texture to be included in the rotation. For example you might have a texture
that has the name of a map, so you sure wouldn't that to be rotated in other maps. So you tell the texture that it is
"pinned". This will exclude it from the rotation. Here are our current 2 texture lines, and in this example we tell
the COOL texture to be excluded from the rotation.

mTex[0]=myFlags.Flag.COOL,pin=true
mTex[1]=myFlags.Flag.MFM
 



Edited:
Oh yeah, another point (I'm remembering this stuff because I am putting in some new flag positions for some maps). The x, y, z, pitch, yaw, and roll values may have a lot of decimal points when you are in the UnrealEd, but you don't need all those decimal points. Rounding them off is close enough. For example in the UnrealEd the position values might read
x=-267.317017
y=1733.130737
z=-359.809665

but just round them off in the medFlag.ini, so for example
mMap[0]=DM-Agony,x=-267,y=1733,z=-360


If you ever get this going, let me know when it is running somewhere. It will be interesting to see your choice of images and flag locations. It is a chance to show your inner artisté I think.   Smiley
  

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Hermskii
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Re: new mutator being used, medFlag200
Reply #10 - Feb 4th, 2011 at 5:41am
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And again I come across something I'd like to be able to do in UT and can't due to lack of know-how. Nice mod. can't touch it though at my level of UT know-how.
  

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Re: new mutator being used, medFlag200
Reply #11 - Feb 12th, 2011 at 6:11am
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Hermskii wrote on Feb 4th, 2011 at 5:41am:
And again I come across something I'd like to be able to do in UT and can't due to lack of know-how. Nice mod. can't touch it though at my level of UT know-how.

I could do this for two fellow server admins (you and hook, if he's interested). You could give me a texture you want for a flag. Then you could pick 10 maps you want it to appear in, tell me roughly where you want them in each map, and I could set up the ini file and texture file for you. Pick 10 popular maps of course so your players see them more often.

When you pick the texture, the simpler the better, because I have to reduce it to 256 colors.
  

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Re: new mutator being used, medFlag200
Reply #12 - Mar 3rd, 2011 at 3:18am
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I speak for me when I say I am grateful for the offer and I will try to take you up on it someday but not anytime soon. You can put these flags anywhere in a map? Also, would a redeemer fly right through it or hit it and explode? This matters because I'd surely want to put a couple flags in a Deck 16 map! Thanks again for the offer Helen. Hehehe, I just looked at the pictures and know most of those maps don't have flags right there so that answers that question for me.
  

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Helen
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Re: new mutator being used, medFlag200
Reply #13 - Mar 3rd, 2011 at 3:47am
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Yes, I can put it anywhere in the map.

It does not collide with actors, so you and your redeemer would go through it.
  

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Re: new mutator being used, medFlag200
Reply #14 - Jul 31st, 2011 at 12:54am
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I don't suppose there's an accompanying mutator that would randomly place flags, with a setup window for how many p/map, randomly around any given place...?

Tongue
  
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Re: new mutator being used, medFlag200
Reply #15 - Jul 31st, 2011 at 2:39am
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Nope. The problem is, you need to give them a location. If you guess at locations, you will just spawn them outside the map limits, or in useless places, like in the air or halfway into a ceiling.

Here's a possibility. It's lame, but the best I can do. Think of the ammo in a map. They have the sort of location we need - they are usually to the side, and mainly, they are on the floor. So I could target all the mini ammo for example. Every time I find mini ammo, I could spawn a flag there. I could let you choose what type of ammo to target per map. And yes you could choose how many flags get spawned per map.

So, good news, it could be done, bad news, you are dependent on ammo locations, and you would have a flag and ammo in the same spot.

Do you have a server?
  

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Re: new mutator being used, medFlag200
Reply #16 - Jul 31st, 2011 at 7:36am
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That's not gonna work so well for me. I have no mapping skills whatsoever. Wouldn't even know where to begin.

Be cool if I did. I've had a neurotic notion to re-texturize DM-HallOfGiants with legos for ages.

Smiley
  
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Re: new mutator being used, medFlag200
Reply #17 - Jul 31st, 2011 at 7:40am
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Now that would be kewl, I'm up to that task!! if you can send the map and give me and idea of the legos you want.
  
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Re: new mutator being used, medFlag200
Reply #18 - Jul 31st, 2011 at 2:26pm
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Ray wrote on Jul 31st, 2011 at 7:36am:
That's not gonna work so well for me. I have no mapping skills whatsoever. Wouldn't even know where to begin.

Be cool if I did. I've had a neurotic notion to re-texturize DM-HallOfGiants with legos for ages.

Smiley


Sorry if I didn't explain it well, but this would require zero mapping skills. You would just set up an ini file.

Mind you, this idea saves you from the mapping part, but you still have to do the flag textures part. But you sound like you have the skills for this part because of the skinning work you do.
  

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Re: new mutator being used, medFlag210
Reply #19 - Jul 31st, 2011 at 10:40pm
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Oh I can edit the flags no problem at all. That's easy!

Cheesy
  
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