Page Index Toggle Pages: 1 2 [3]  Send TopicPrint
Very Hot Topic (More than 25 Replies) medToggle Version 3 (Read 37203 times)
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #40 - Dec 31st, 2011 at 7:00pm
Print Post  
MEAT wrote on Nov 1st, 2011 at 2:32pm:
Hey Helen...I have an idea for medToggle Version 4.
How about a setting to limit the number of real players per map?
This way you could have private games, one on one games and team games
and not be interrupted by other players joining.
Just a thought...

..


This is now in place in version 330. Link updated in first post. Make sure to read the readme for how-to and the DISCLAIMER. Search for MaxPlayers in the readme.
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #41 - Feb 2nd, 2012 at 5:54pm
Print Post  
I added a new "Setting" called CarcassTime. Allows you to set a time in seconds how long the carcasses stick around before they disappear on their own.
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Back4More
YaBB Newbies
*
Offline


Hello

Posts: 13
Location: New Zealand
Joined: Aug 24th, 2010
Gender: Male
Re: medToggle Version 3
Reply #42 - Jan 26th, 2013 at 2:51am
Print Post  
hey , great to see you still popping out new mods and improvements. Cheesy

in regards to medtoggle.. Iam wondering , is it possible to replace that flak cannon down by the goo with another weapon?.. perhaps even custom like a zarkrifle or mac10 or even naliweapon3  weapon?.

thanks.
  
Back to top
 
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #43 - Jan 26th, 2013 at 3:50am
Print Post  
Back4More wrote on Jan 26th, 2013 at 2:51am:
in regards to medtoggle.. Iam wondering , is it possible to replace that flak cannon down by the goo with another weapon?.. perhaps even custom like a zarkrifle or mac10 or even naliweapon3weapon?.


I write readmes... for my health.  Smiley

Answer is yes. Download the file (from the first post) and search for this within the readme:

-----------------------------------------------------------
| Swapping Weapons and Ammo (specifically) |
-----------------------------------------------------------


  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Back4More
YaBB Newbies
*
Offline


Hello

Posts: 13
Location: New Zealand
Joined: Aug 24th, 2010
Gender: Male
Re: medToggle Version 3
Reply #44 - Jan 26th, 2013 at 10:46am
Print Post  
so just to be clear I would do something like the following;

Code
Select All
WeaponSwap="UT_FlakCannon1:Botpack.PulseGun" 



^ as I would like to replace only that Flakcannon (not both)

cheers.
Wink
  
Back to top
 
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #45 - Jan 27th, 2013 at 8:57pm
Print Post  
precisely
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Back4More
YaBB Newbies
*
Offline


Hello

Posts: 13
Location: New Zealand
Joined: Aug 24th, 2010
Gender: Male
Re: medToggle Version 3
Reply #46 - Jan 29th, 2013 at 8:51am
Print Post  
hey hey , thanks mate , I have been contemplating building some kind of routed type server of recent..

starting off at stock deck then progressing through other stages with differing mods etc.. and ending somewhere in Zeto!..

one problem that seems to be faced these days is downloads.. players just really hate them.. This was for memory addressed by Cr@tos many moons ago with the advent of DynamicPackageloader or DPL as I named it once ..

This little gem allowed for map specific mods to be loaded at 'Map Load' time.. however it is/was slightly flawed for memory and caused alot of issues for Admins .. I think it was more to-do with the Prefixes for the individual game types and was based somewhat on these. But we as you know liked to venture beyond the point of simplistic and incorporate things like SLV-SomeMap.unr into the works and such.

Basically what I would like to do is take the player through some kind of journey as such.. so they start off on Deck.. and then perhaps the next map in line would be face but with slv's then maybe veridian combo instagib then maybe wootabulous cIG.. then maybe some custom sniper map , low gravity with custom sniper rifle.. before ending up at Zeto classic..

this mod I believe maybe just what is needed to achieve such things Wink

Thanks. Wink

  
Back to top
 
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #47 - Jan 29th, 2013 at 6:53pm
Print Post  
Back4More wrote on Jan 29th, 2013 at 8:51am:
this mod I believe maybe just what is needed to achieve such things


Yes it can do what you are describing.

Also look at Reply #26 to this thread for more potential (albeit unsupported) swapping power. Save the experimentation for after you have a working medToggle.ini though.
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Shai
YaBB Newbies
*
Offline


Hello

Posts: 3
Joined: Mar 8th, 2013
Re: medToggle Version 3
Reply #48 - Mar 8th, 2013 at 6:29am
Print Post  
Hey Helen, thanks for medToggle, it's really very cool.

I have a question, which is probably covered in the (excellent) ReadMe, but there's so much detail in there that I'm feeling a bit overwhelmed Smiley

My question is this: I run a BT server with all of the usual BTPlusPlus stuff. But we've been forced to use an alternative Instagib mutator because the BTInsta one (that comes with BTPlusPlus) has some strange problems when using the Boost/NoBoost BT feature (allowing you to be "pushed" by shockrifle hits, or not) and player collisions occur (it stops working - Boost that is, you become "unboostable" when you "touch" another player).

But, one of our maps (made by a regular visitor), has some other unusual weapons included in it, and he tells me that they won't spawn while we're using this modified Instagib (from i4games).

So, medToggle came to mind. I figure I can swap out our i4games Instagib gun for the stock BTInsta one *just* for this map. My main question is this - since I only want to use medToggle for this fairly small case, is there any way to ask it to *not* set the defaults (for the translocator, gravity, aircontrol and so on), and just leave the ones that are pre-configured already on the server?

Thank you very much in advance!
  
Back to top
 
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #49 - Mar 8th, 2013 at 2:55pm
Print Post  
Hello there.

No you have to specify your values in the mDefaults line. Well, you only have to specify any settings that differ from medToggle's defaults.

I could help set it up for you, I'd need your settings, and a couple links where I could get that BTPlusPlus and that modified Instagib.
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Shai
YaBB Newbies
*
Offline


Hello

Posts: 3
Joined: Mar 8th, 2013
Re: medToggle Version 3
Reply #50 - Mar 10th, 2013 at 1:35am
Print Post  
Hey Helen, thanks for the quick reply!

Understood, that's what I thought to be the case (about the defaults). That's a very kind offer, I'll give setting things up a try on my own first rather than taking up your time, and if I have problems I'll come back and ask for more help! Smiley

Best regards
  
Back to top
 
IP Logged
 
Hook
privatehook
Offline


Hello, I am Hook

Posts: 526
Location: Minnesota USA
Joined: Jun 7th, 2010
Gender: Male
Re: medToggle Version 3
Reply #51 - Mar 10th, 2013 at 5:47pm
Print Post  
medToggle is a great tool for any server - I use it on all of mine.
LOVE it! Wink
  

=Hook=
ALL NEW! -> http://hooksutplace.freeforums.net

Server: CROSSBONES Lucifur MISSILE MADNESS {CMM} PRO-REDEEMER
IP: 68.232.181.236:7777
Back to top
WWW  
IP Logged
 
Shai
YaBB Newbies
*
Offline


Hello

Posts: 3
Joined: Mar 8th, 2013
Re: medToggle Version 3
Reply #52 - Mar 11th, 2013 at 9:25am
Print Post  
Update. OK, I've looked into this a little further, and I think (maybe Tongue) I have a better understanding of the issue now. The map that we're having the trouble with uses NemesisX SLV rockets (pretty unusual for BunnyTrack!).
And it seems that the setting in BTPlusPlus.ini called

bAutoLoadInsta=

...is the issue, it's set to True on our server. When I set it to False for offline testing, the NemesisX rockets appear. I had a peek at BTPlusPlus.uc and I think this is all down to:

Code
Select All
function PreBeginPlay()
{
  ...

  if(bAutoLoadInsta)
  {
    if ((!bDisableInTournament || !class<DeathMatchPlus (Level.Game.Class).Default.bTournament) && (!bDisableInNonBTMaps || (Left(string(Level), 3) ~="BT-" || Left(string(Level), 7) ~="CTF-BT-")))
    {
      RemoveActorsForInsta();
      Insta = Level.spawn(class'InstaGibBT');
      Insta.DefaultWeapon = class'SuperShockRifleBT';
      Level.Game.BaseMutator.AddMutator(Insta);
    }
  }
 



...because that seems to tbe the main place the bAutoLoadInsta variable is referenced. So... I'm reluctant to set bAutoLoadInsta=False because on all other maps this works fine (I'm not entirely sure what the implications of doing that are anyway). But I'm not sure this is something I can get around with medToggle afterall.
Apparently you can flip the setting of bAutoLoadInsta by typing:

Code
Select All
type mutate btpp bAutoLoadInsta False
 



...in the console in-game. I don't know if there's some way I can do this automatically.
  
Back to top
 
IP Logged
 
Helen
YaBB Administrator
*****
Offline


hello

Posts: 1595
Location: earth
Joined: Nov 8th, 2005
Gender: Male
Re: medToggle Version 3
Reply #53 - Mar 12th, 2013 at 3:07am
Print Post  
They did make it difficult Smiley

It still might be possible, I'd need to study the packages though, so if you want me to, could you attach the BTPlusPlus package, as well as either that map or that NemesisX package.
  

One of the Scriveners.
Back to top
WWW  
IP Logged
 
Page Index Toggle Pages: 1 2 [3] 
Send TopicPrint