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Nice scripts for mappers (suggestion)

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PostPosted: Sun Jul 22, 2012 5:49 pm
PostPost subject:No icon Nice scripts for mappers (suggestion)
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I got the idea from demona as he said :

Quote:
I should make a list of the other things it's too late for you to use because I already did them:
- radius spawnpoints,
- music memorizer for reconnections,
- krall corpses with normal height,
- counters that go over 255,
- temporary invulnerability pickup,
- randomized monster placement in maps,
- bonus points for players when completing actions,
- mercenaries with destroyable shields,
- skaarj troopers without shields,
- monsters that become stronger as they lose HP,
- queens that don't freeze when teleporting,
- monsters focusing the player with the highest score,
- pupaes with poison attacks,
- tentacles that fire more projectiles when there are more players.
 


So possible to make them puiblic (as script or .u file) so other mappers can use it ?
Would nice to have a coding database which ncie snips on it.

Wolfi


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PostPosted: Sun Jul 22, 2012 11:02 pm
PostPost subject:No icon Re: Nice scripts for mappers (suggestion)
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So once upon a time, I saw a Youtube video of a pawn for a mod not yet released which featured a SkaarjTrooper class capable of Queen-style teleportation. I thought it was pretty cool at the time; I still do. Which is why I tried to see if I could make something like that work myself.

I did! Here's a package including a SkaarjSniper and a SkaarjLord class, each of which is able to teleport, with or without QueenDestinations in the maps (though I'm sure including those destinations can only help). Anyone and everyone reading this: FEEL FREE TO USE THIS WHEREVER/HOWEVER! I literally copied some code from the Queen into the Skaarj actor scripts, nothing reinvented here whatsoever. If you wanna use this capability with other pawns, like MHCoopMonsters, it really is as easy as creating a new class in the MyLevel package, and copying/pasting the code into the respective pawn - so, TeleSkSniper code for any new SkaarjTrooper subclass, TeleSkLord code for any new SkaarjWarrior subclass.

INSTRUCTIONS: Put the file into the System directory. When you load the editor, and open the U. file, the new classes will be under SkaarjTrooper > SkaarjSniper, and SkaarjWarrior > SkaarjLord. To summon these in-game:

Summon TeleSkaarj.TeleSkSniper
Summon TeleSkaarj.TeleSkLord
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PostPosted: Mon Jul 23, 2012 12:35 am
PostPost subject:No icon Re: Nice scripts for mappers (suggestion)
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Hmmmmm if you play MH-SpawnKill, you will see at the end a titan with capacity of teleportation like Queen!  Razz   A Titan which is faster and teleports.... maybe another nice idea?   Cool
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PostPosted: Mon Jul 23, 2012 4:10 am
PostPost subject:No icon Re: Nice scripts for mappers (suggestion)
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BlackWolf wrote (View Post):
So possible to make them puiblic (as script or .u file) so other mappers can use it ?
 

There aren't enough people making maps right now for this to be useful. That's just more work for me. I made no .u so far because each maps I worked on has different needs and I don't like making extra packages when it's just for 1 map.

I could make one just for the music memorizer though because that's about the only one I'm sure I will never touch anymore.
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PostPosted: Mon Jul 23, 2012 7:50 am
PostPost subject:No icon Re: Nice scripts for mappers (suggestion)
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Data_Destroyer wrote (View Post):
Hmmmmm if you play MH-SpawnKill, you will see at the end a titan with capacity of teleportation like Queen!  Razz   A Titan which is faster and teleports.... maybe another nice idea?   Cool
 


Haha... well, yeah, the cool thing about this "scripting" is that it can be done with almost any monster. The thing is, I've noticed some pawns might need some tweaking in order for it to work, in their properties sections. Like, Brutes of any sort need to be able to jump for the teleportation to work, so a custom Brute class needs to have a different JumpZ quantity set under "Movement."
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