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Grobtaters (No-Boost, No-Packs, Sloth)
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Author:  Grobut [ Wed Mar 16, 2011 12:41 pm ]
Post subject:  Grobtaters (No-Boost, No-Packs, Sloth)

All my old mutators where lost when FileFront changed hands, but fortunately, i still had them archived, and besides, with the release of BW 2.5, they where in bad need of a recompile to make them compatible with the latest version, so here they are again:

Ballistic No-Boost.
Ballistic No-Packs.
Ballistic Sloth v1.3.

All in one package this time, called "Ballistic-Grobtaters", for your conveniance.

No-Boost and No-Packs are just recompiled, but Sloth has been updated a bit, here's the Readme info:

Quote:
Ballistic No-Boost.
-------------------

This is your basic "No-Powerups" style mutator, only for Ballistic Weapons.
When enabled, only standard health-packs will remain, all other "boosters" are removed.
Adrenaline can still be earned by way of kills however, but if desired, that can be
disabled by using the standard UT2004 mutator "No Adrenaline" in conjunction with No-Boost.


Ballistic No-Packs.
-------------------

This mutator removes the BW Ammo-packs, as used by the Ballistic-Arena and Ballistic-
Loadout mutators, so the only way you can get more ammo is to scavange the weapons dropped by
the dead.

It adds a bit more challenge to thease modes, forces you to stay mobile, to use more of the guns
(basically, you'll be using anything you've got that still has ammo), and makes melee weapons
more of an asset.


Ballistic Sloth v1.3.
---------------------

As the name suggests, Sloth is all about slowing down the pace of the game, to make it more
tactical. In a nutshell, it adds momentum to players, and lets you define the speed of player
movement, the following can be tweaked:


StrafeScale: If set below 1.00, you will move slower when strafing than when running forward. You
can considder the numbers percentages, 1.00 beeing 100% of the RunSpeed variable, and at say 0.60
you would be moving at 60% of the RunSpeed variable when strafing.

BackwardsScale: Same as above, only it applies to running backwards. Again, you can considder the
numbers percentages of the RunSpeed variable.

RunSpeed: The overall speed at which you move, 350 is the standard speed of Ballistic Weapons, but
now it can be lowered all the way down to 180, which would slow movement to a walk. Set as you
desire, but i would recommend a happy medium of 270 or so.

AirSpeed: The rate at which you move when jumping. If set faster than RunSpeed, you will move faster
when jumping than when running, if set lower, you would move slower when jumping than when running.
I recommend setting it identical to Runspeed.

Acceleration: Sloth adds momentum to players, and with this variable, you can define how long it
takes to accellerate from a standstill to max running speed, and conversly, from max running speed to
a dead stop.

Alt-Runspeed: Bot support, set identical to RunSpeed and bots will move as fast as you do, which is
recommended. But technically, you can also make them move slower or faster than human players if you
really want to.

Alt-Airspeed: Bot support, same as above, but for jumping speed, best left identical to AirSpeed.

Alt-Acceleration: Bot support, same as above, but for Acceleration, best left identical to Acceleration.


Do note, however, that Ballistic Sloth v1.3 only works with standard UT2004 gametypes! It is ment to
be used with a standard UT2004 gametype, along with a BW mutator (Ballistic Weapons, Ballistic Arena,
Ballistic Loadout and so forth).
Also, make sure that "Force Ballistic Pawn" is disabled in the Ballistic Weapons mutator, or it will
prevent Sloth 1.3 from working.

DO NOT use Sloth 1.3 with any of Ballistic Weapons own custom gametypes, it will likely crash your
game, since the BW gametypes force their own pawn class, creating a conflict.

For this reason, i have created duplicates of the custom BW gametypes which use the Sloth pawn class,
use thouse instead to play BW gametypes with Sloth (disable the Sloth 1.3 mutator when playing thease!
Or again, crashes may happen as both the gametype and mutator fights over the Pawn class code).

Grab it here: http://www.gamefront.com/files/20132002/Grobtators_rar

Author:  lepmuR [ Wed Mar 16, 2011 1:19 pm ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

Super Grobut !

Spasseba

Author:  Blade sword [ Wed Mar 16, 2011 1:34 pm ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

I will put them on my mod db profile so in a safer place

Author:  Yokelassence3 [ Thu Mar 17, 2011 1:03 am ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

Aw darn, the values are all capped. I was hoping I could use it to make the game faster. :D
Excellent work in any case.

Author:  Grobut [ Thu Mar 17, 2011 10:51 am ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

Yokelassence3 wrote:
Aw darn, the values are all capped. I was hoping I could use it to make the game faster. :D
Excellent work in any case.


That would have to be a different mutator anyway, the way Sloth is coded, making it go any faster than vanilla BW speed would pretty much break the game, as the momentum code would become unbearable to play with (you would slide for way too long after letting go of the movement keys, and it would feel loose, floaty and annoying).

This is due to the fact that UE 2.5 doesen't actually support momentum, and i'm using a hack to make it happen (there is no momentum here, i'm basically turning every surface in the game into ice, so there will be some sliding after you stop moving, creating the illusion of momentum). And the code is very fickle, set it too high and it breaks, set it too low and it also breaks, ergo the need to cap the values.


Making a go-faster mut would be a much simpler prospect, just modify Playerpawn Ground and Air speed values to be more than the default 350, and that would be it really.
Though you'd still need to make mutated versions of the Conflict gametypes, as that one forces groundspeed values from the BallisticPawn class (to make players unable to move at the start of the round, it sets their groundspeed values to 0, and then calls for them to use the default values from BallisticPawn when the round starts. And that's the same reason it crashes the game if you try to use the Sloth mutie with Conflict, the gametype and mutator are fighting over the same code).

Author:  Kaboodles [ Thu Mar 17, 2011 7:09 pm ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

Instead of an absolute acceleration value, you could you perhaps make it a relative "percentage of max speed" type of deal?

Author:  Grobut [ Sat Mar 19, 2011 5:05 am ]
Post subject:  Re: Grobtaters (No-Boost, No-Packs, Sloth)

Kaboodles wrote:
Instead of an absolute acceleration value, you could you perhaps make it a relative "percentage of max speed" type of deal?


Whilst that would be possible (though not ideal, it'd need to be a bit more advanced than that to work as intended), you'd stil need to mutate the BW gametypes, as thouse need static values to work, and the Sloth duplicates are all set slower than normal, not faster.
Ergo, if it where to be done, it might aswell be a sepperate mutie anyway, more so as the players who want faster gameplay usually woulden't care about all the other features of Sloth, like the strafe and backpedal penalties.

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