New Mutator

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8 years 6 months ago - 8 years 6 months ago #348 by Deep Freeze
New Mutator was created by Deep Freeze
Rajada, you don't still have the old LevelUp mutator from old forums, do you? I put code for it there a while back, but no one did anything with it for some reason.

Also, how do you add mutator to multiplayer mutator list?

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O
Last edit: 8 years 6 months ago by Deep Freeze.

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8 years 6 months ago - 8 years 6 months ago #349 by Rajada
Replied by Rajada on topic New Mutator
Which old forums? The archived forums here are available via the archive tab. The old site's forums however, I'll have to dig it up for you.

Do you mean how do you get a new mutator to show up in the mutator tab list? To do that, you need an .int file with the same file name as the system pack with the mutator in it. The same applies to map descriptors and new gameinfos. You can find many examples of this in the current version of NAB, but here's a breakdown for mutators anyway:

Code:
[Public] Object=(Name=EasyPoints.EasyPointsMutator,Class=Class,MetaClass=Engine.Mutator,Description="Easy Points: Description goes here.")

[Public] is just a generic header to tell the search system where to look for mutator or map or game info. You only need one of these.

Object is the exact package.class style name for the mutator.

Class=Class is just more technical stuff, you don't need to change this, and shouldn't.

MetaClass however, tells the engine what kind of item this line of the file describes. So while loading mutators, it will look only for mutator metaclasses, and will skip over things like map descriptors or gameinfos. Clearly, there are different metaclass requirements for each kind of resource.

Description is a generic text block. It is differently based on the menu it is used in. For maps and mutators, it literally is the description. Gameinfos don't use it however. Be sure to enclose it in double quotes or it won't work!

If you want to add another mutator or even a gametype, just add the new line below any others. There's no ordering requirements.
Last edit: 8 years 6 months ago by Rajada.

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8 years 6 months ago #350 by Deep Freeze
Replied by Deep Freeze on topic New Mutator

Rajada wrote: The archived forums here are available via the archive tab.


There's an archive tab? o_o


Well, I am rewrite it anyway, and when it's finished I will put the .u and .int files here, that you can add in NAB update (I would try to put the mutator manually in my clients' computers, but I'm afraid of what might happen).

How would I make a number sprite that floated above each player's heads (like the crown from KingOfTheHill)?

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O

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8 years 6 months ago #351 by Rajada
Replied by Rajada on topic New Mutator

Deep Freeze wrote: There's an archive tab? o_o


Yeah, go to the main forum page and look at the black tabs near the top. Rightmost is the forum we had on hear for a year or so.

Deep Freeze wrote: (I would try to put the mutator manually in my clients' computers, but I'm afraid of what might happen).


There's no risk to creating a new int file.

Deep Freeze wrote: How would I make a number sprite that floated above each player's heads (like the crown from KingOfTheHill)?


I can't really say, because it depends on what you want it to do. If you look at how the king of the hill gametype does it, it's essentially an actor that is coded to always be above the king. If you wanted something more reliable online, you're better off drawing it like the sidewinder guided disc draws info to ID players.

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8 years 6 months ago - 8 years 6 months ago #352 by Deep Freeze
Replied by Deep Freeze on topic New Mutator

Rajada wrote: Yeah, go to the main forum page and look at the black tabs near the top. Rightmost is the forum we had on hear for a year or so.


Oh that one.

Rajada wrote: There's no risk to creating a new int file.


Well, last time I tried it, clients' and server's multiplayer got messed up and had to have CP reinstalled...Besides, it will just get forgotten again if I don't post it to site this time.

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O
Last edit: 8 years 6 months ago by Deep Freeze.

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8 years 6 months ago #353 by Rajada
Replied by Rajada on topic New Mutator
Again, there's no chance of that happening if you are doing it correctly. Part of the point of having the int file on hand is to be able to test your mutator easily.

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