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Unread 9th August, 2006, 05:01 AM
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SuperApe SuperApe is offline
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Talking Old Skool Monsta Toolz (including the OSM Adventure gametype)

Old Skool Monsta Toolz

The Toolset for Old Skool Unreal-style Monster Support in Unreal Tournament 2004

Final version : v1.53

Overview

This is a set of mapping tools that you can use to implement complex monster behavior in any gametype. It also includes a new story-driven gametype (OSM Adventure) with progressive objectives conquering puzzles, traps and monsters.

Download

Final version : OSMT v1.53 ( ~ 560k .zip )
Release date : Dec 31, 2006 (final : Oct 30, 2014)

Installation instructions are included in the ReadMe file.
There is also a Manual and Development Log included.

ScriptedMonster

This is a new class of Pawn (subclass of Monster) and the parent class for all the new "Monstas" in this toolset. They can be placed in any gametype map without any of the typical problems like team imbalance and Invasion-style teleporting. They are much more sophisticated than Invasion Monsters. The main abilities that mappers will use are available through the AttitudeToPlayer, AlarmTag and Orders properties. Essentially, you can give the monsters much more to do than just, "go kill players until you're dead".

ScriptedMonster Orders and states

The Orders property is one of the most powerful "new" Old Skool Monsta features. In conjunction with the OrderTag, other properties and other actors, the Orders property can dramatically change the way ScriptedMonsters behave in your map. Here are some of the valid Orders available to all ScriptedMonsters:

Waiting : (default) Wander or Camp nearby the placed spot until an Enemy is detected. Attack and freely roam afterwards.

Ambushing : Travel to an AmbushPoint (or spawn at one at map start) whose Tag matches OrderTag, wait for an Enemy, then Attack. Find an AmbushPoint again after combat and wait for another player.

Guarding : Guard an actor whose Tag matches OrderTag. Remain near and return to the placed spot after combat.

Patroling : Travel from one PatrolPoint (or spawn at one at map start) whose Tag matches OrderTag to the NextPatrol in a series, leave for combat and return to patrol afterward.

Some other behaviors ScriptedMonsters will automatically demonstrate include the Retreating state, where hurt (and afraid) monsters will flee to a HomeBase whose Tag matches the monster's Tag, and the Alarm states (TriggerAlarm and AlarmPaused), where an "alarmed" monster (one who has seen an Enemy for the first time) moves to an AlarmPoint, whose Tag matches the monster's AlarmTag, at all costs and possibly shoot a target, activate a trigger, etc.

In addition to these general behaviors, individual monsters may also have special Orders or behaviors. A couple examples include, the Krall which have a Sleeping Order that can be used in conjunction with one of the sleeping animations set in the StartingAnim property, and the Warlord has a Mutilating Order that will cause the Warlord to continually kick, punch and munch on a long dead carcass until an Enemy is seen.

Mapping AI Tools

There are several AI supporting actors that are included in this toolset. Some are placed or used automatically by the Pawn and Controller code of the new Monsters, but many are provided for use by mappers to help define the AI for the monsters in their map. Many are NavigationPoints, like AlarmPoint, AmbushPoint, HomeBase, PatrolPoint and SpawnPoint. Some are KeyPoints, like ThingFactory and CreatureFactory. All are adaptations of the original AI supporting actors from old style Unreal and work accordingly.

Reference Sources

There is a lot of information on Unreal Wiki, including info relating to the individual monster abilities and behaviors as well as the AI supporting actors. There is a Manual included with the package as well that gives some rudimentary information. Also, since these tools are meant to mimic the abilities of the original UT AI, the old document Unreal Creature Care and Feeding Guide by Steven Polge is another excellent source for information.

OSM Adventure

This is a custom story-driven gametype for maps with the OSM- prefix, that is capable of presenting singleplayer and cooperative adventures. This gametype will not show up in the UT2004 menus until an OSM-MapName map is in your .../UT2004/Maps directory. It's LevelInfo.DefaultGameType is OSMT.OSMGame. It should not allow bots or spectators. It has optional player-configurable MaxLives limits and TimeLimits, but no GoalScore limit. This gametype supports intro and "outtro" matinees, similar to Assault, as well as mid-level matinees, for achieving intermediate Objectives. It also supports mapper-configured per Objective timelimits. The "win" (EndGame) for the level is Triggered by the OSMEndGameTrigger, included in this toolset, which the mapper can configure to end the adventure a number of different ways, or simply continue on to another map (or "chapter" of the adventure) via Level Transition.

Installation

To use this toolset, simply install the OSMT.u and OSMT.ucl files in your .../UT2004/System directory, the OSMTex.utx file in your .../UT2004/Textures directory and the Flashlight.usx file in your .../UT2004/StaticMeshes directory. In Ued, you will be able to open the OSMT.u package file from the Actor browser. Once the package has been opened, all the toolset actors will be available to add to your custom map.

OSMT.u ---> .../UT2004/System
OSMT.ucl -> .../UT2004/System
OSMT.utx -> .../UT2004/Textures
Flashlight.usx -> .../UT2004/StaticMeshes

Mapper Guide

Mappers are free to use these tools and the components in their custom maps. However, the OSMT.zip file must be included in the distribution of that custom map. In addition, I give permission for mappers to use these tools in their custom map if they will also please credit me in their own ReadMe file for that custom map.

>>> Warning <<<: Any map that uses the components found in this toolset *must* be able to access to the OSMT.u, OSMTex.utx and Flashlight.usx package files or the map will fail to load properly. Do not attempt to distribute a custom map with these components without the OSMT.u, OSMTex.utx and Flashlight.usx package files or you will get complaints by end users that your map won't load.

The OSM Adventure gametype is designed for players to "run the gauntlet" among monsters, traps and puzzles to get to the end and win. They are given a limited number of lives and possible timelimits, but no goal (score) limit. Players should start out with a limited number of weapons and other powerup items at their disposal. The advercity they face should be likewise limited. As they progress, the monsters, traps and puzzles can get more difficult and the powerups and items they find can get more powerful to help them. At various stages within the map, after the player has achieved some goal, they should be allowed to start from that point, as opposed to starting fromt the beginning again. Monsters, traps and puzzles should be combined to offer more variety, in other words, a simple trap often seems "unfair" to players, however a trap that is combined with a puzzle or a monster can be more interesting. At the end of an adventure, use an OSMEndGameTrigger to end the map, either by leading the player to touch it or by using another trigger system (that the player instigates) to trigger it. See included Manual for more on mapping for OSM.

The Old Skool Monsta Toolz can be used in any gametype. However, it is up to the mapper / level designer to implement them in a way that offers more interest and challenge to players, rather than serving to frustrate and distract from player's enjoyment of the gametype. Be aware that monsters will attack all players equally, regardless of team. As a general rule, the monsters should be used to guard powerful alternative items or routes to game objectives, rather than to guard the game objectives themselves. Be aware that gametypes that allow vehicles are inheritently more dangerous for players and monsters alike. Most monsters are no match for vehicle weaponry and should be appropriately supported against players with vehicles.

Component List

Code:
(Object)
  +- (Actor)
  |  +- (Brush)
  |  |  +- (Volume)
  |  |     +- DarkVolume
  |  +- (Controller)
  |  |  +- (AIController)
  |  |     +- (ScriptedController)
  |  |        +- (MonsterController)
  |  |           +- ScriptedMonsterController
  |  +- (DamageType)
  |  |  +- (Burned)
  |  |  |  +- Burning
  |  |  +- (DamTypeKrallBolt)
  |  |  |  +- LesserBruteBoltDamage
  |  |  +- (DamTypeRocket)
  |  |  |  +- BehemothRocketDamage
  |  |  +- (DamTypeSkaarjProj)
  |  |  |  +- DamTypeSmartSkaarjProj
  |  |  +- (MeleeDamage)
  |  |  |  +- MeleeDamTypeBite
  |  |  |  +- MeleeDamTypeClaw
  |  |  |  +- MeleeDamTypeClub
  |  |  |  +- MeleeDamTypeKick
  |  |  |  +- MeleeDamTypePunch
  |  |  |  +- MeleeDamTypeStab
  |  |  +- NoGoreDamage
  |  |  +- Poisoned
  |  |  +- Poisoning
  |  +- (Decoration)
  |  |  +- Carcass
  |  +- (Effects)
  |  |  +- PoisonEffect
  |  +- (Emitters)
  |  |  +- CarcassFlies
  |  |  +- KrallDice
  |  |  +- NoGoreDamageEFX
  |  |  +- VehicleFactorySpawnEFX
  |  +- HintItem 
  |  +- (Info)
  |  |  +- (GameInfo)
  |  |  |  +- (UnrealMPGameInfo)
  |  |  |     +- (Deathmatch)
  |  |  |        +- OSMGame
  |  |  +- (LocalMessage)
  |  |  |  +- OSMDeathMessage
  |  |  |  +- OSMFlashlightMessage
  |  |  |  +- OSMPopulateMessage
  |  |  +- (MapList)
  |  |  |  +- MapList_OSMAdventure
  |  |  +- (Mutator)
  |  |  |  +- MutFlashlight
  |  |  |  +- MutPopulate
  |  |  |  +- OSMMutator
  |  |  +- OSMObjectiveManager
  |  |  +- (ReplicationInfo)
  |  |     +- (GameReplicationInfo)
  |  |        +- OSMGameReplicationInfo
  |  +- (Inventory)
  |  |  +- (Ammunition)
  |  |  |  +- (BruteAmmo)
  |  |  |  |  +- BehemothRocketAmmo
  |  |  |  +- (KrallAmmo)
  |  |  |  |  +- EliteKrallAmmo
  |  |  |  |  +- LesserBruteAmmo
  |  |  |  +- (SkaarjAmmo)
  |  |  |     +- IceSkaarjAmmo
  |  |  |     +- FireSkaarjAmmo
  |  |  +- FlashlightInventory
  |  |  +- Poison
  |  +- (KeyPoint)
  |  |  +- ThingFactory
  |  |     +- CreatureFactory
  |  +- (Light)
  |  |  +- (TriggerLight)
  |  |     +- CoronaFlashlight
  |  +- (Mover)
  |  |  +- VariableTimedMover
  |  +- (NavigationPoint)
  |  |  +- AlarmPoint
  |  |  +- AmbushPoint
  |  |  +- GuardPoint
  |  |  +- HomeBase
  |  |  +- PatrolPoint
  |  |  +- SpawnPoint
  |  |     +- PortableSpawnPoint
  |  +- (Pawn)
  |  |  +- Dummy
  |  |  +- (UnrealPawn)
  |  |     +- (xPawn)
  |  |        +- (Monster)
  |  |           +- ScriptedMonster
  |  |              +- ScriptedCharacter
  |  |              |  +- SmartSkeleton
  |  |              +- SmartBrute
  |  |              |  +- SmartBehemoth
  |  |              |  +- SmartLesserBrute
  |  |              +- SmartFly
  |  |              |  +- SmartPoisonFly
  |  |              +- SmartGasbag
  |  |              |  +- SmartGiantGasbag
  |  |              +- SmartKrall
  |  |              |  +- SmartEliteKrall
  |  |              +- SmartManta
  |  |              |  +- SmartCaveManta
  |  |              |  +- SmartGiantManta
  |  |              +- SmartNaliCow
  |  |              +- SmartPupae
  |  |              +- SmartSkaarj
  |  |              |  +- SmartIceSkaarj
  |  |              |  +- SmartSkaarjAssassin
  |  |              |  +- SmartSkaarjBerserker
  |  |              |  +- SmartSkaarjLord
  |  |              |  +- SmartSkaarjScout
  |  |              +- SmartWarlord
  |  +- (Pickup)
  |  |  +- (TournamentPickUp)
  |  |     +- FlashlightPickup
  |  |     +- ShieldGunPickup
  |  |     +- (TournamentHealth)
  |  |        +- (MiniHealthPack)
  |  |           +- Antedote
  |  |           +- PoisonPickup
  |  |     +- TranslauncherPickup
  |  +- (Projectile)
  |  |  +- (GasbagBelch)
  |  |  |  +- GiantGasbagBelch
  |  |  +- (KrallBolt)
  |  |  |  +- SmartEliteKrallBolt
  |  |  |     +- LesserBruteBolt
  |  |  +- (RocketProj)
  |  |     +- (SeekingRocketProj)
  |  |        +- BehemothRocketProj
  |  +- (Projector)
  |  |  +- (DynamicProjector)
  |  |     +- Flashlight
  |  +- (SVehicleFactory)
  |  |  +- TeamVehicleFactory
  |  +- (Triggers)
  |     +- ButtonFlashlight
  |     +- PoisonTrigger
  |     +- RandomTrigger
  |     +- (Trigger)
  |     |  +- ExclusionTrigger
  |     |  +- OSMEndGameTrigger
  |     |  +- OSMObjectiveTrigger
  |     |  +- PlayerAloneTrigger
  |     +- (UseTrigger)
  |        +- PlayerUseTrigger
  +- (GUI)
  |  +- (GUIComponent)
  |     +- (GUIMultiComponent)
  |        +- (GUIPage)
  |        |  +- (UT2K3GUIPage)
  |        |     +- (PopupPageBase)
  |        |        +- (FloatingWindow)
  |        |           +- (UT2K4PlayerLoginMenu)
  |        |              +- OSMPlayerLoginMenu
  |        +- (GUIPanel)
  |           +- (GUITabPanel)
  |           |  +- (UT2K4TabPanel)
  |           |     +- (MidGamePanel)
  |           |        +- (UT2K4Tab_PlayerLoginControls)
  |           |           +- OSMTab_PlayerLoginControls
  |           +- OSMSaveLoadPanel
  +- OSMGameProfile
  +- (ScriptedAction)
     +- ACTION_AssignMonsterToTeam
     +- ACTION_DummyReset
     +- ACTION_ExitVehicle
     +- ACTION_GiveGoodie
     +- ACTION_HealPawn
     +- ACTION_IfGameDifficulty
     +- ACTION_IfHasInventory
     +- ACTION_IfMonsterSeesEnemy
     +- ACTION_IfNumPlayers
     +- ACTION_IfScoreReached
     +- ACTION_Monsterize
     +- ACTION_PossessPawn
     +- ACTION_SetEnemy
     +- ACTION_SetOrders
     +- ACTION_SpawnMonster
     +- ACTION_SubTitleSwitch
     +- ACTION_TryToDrive
     +- ACTION_VehicleFire
     +- ACTION_VehicleFireStop
Credits

The original Unreal Monsters, animations, sounds and code structure by Epic Games, Inc.

The original AI structure was masterfully created by Steven Polge.

So, these monsters, tools and other actors are loving adaptations by me (SuperApe), based mostly on second-hand knowledge and accounts of the original ScriptedPawn abilities, behaviors and components.

Some miscellaneous improvements to settings, code and behaviors are original additions by me, meant only to enhance the original flavor of these creatures.

Special Thanks go to the Beta testers, AquaBlue, saka, outpt.co.uk, MortalPlague, Ironblayde, JoystickMonkey, n3m35i5, Sjosz, Boreas, harryhash, TexasGtar, Blitz, Lord_Simeon, King Mango, Hawkwind, Lecter and SabbathCat, and to all the helpful members and staff of UnrealPlayground, especially Kingster.

Family Photo

Top Row : SmartFly, SmartCaveManta, SmartGiantManta, SmartManta.

Middle Row : SmartWarlord, SmartGasbag, SmartGiantGasbag.

Bottom Row : SmartBrute, SmartBehemoth, SmartLesserBrute, SmartNaliCow, SmartKrall, SmartEliteKrall, SmartSkaarjPupae, SmartSkaarjAssassin, SmartIceSkaarj, SmartSkaarjBerseker, SmartSkaarjLord, SmartSkaarj, SmartSkaarjScout.

Not Shown: SmartPoisonFly and SmartSkeleton.
Attached Thumbnails
Click image for larger version

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Last edited by SuperApe : 1st November, 2014 at 05:18 PM. Reason: Release Version v1.53
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Unread 17th August, 2006, 07:01 PM
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Default

In the spirit of, "A picture is worth a thousand words", I've decided to make an example map for OSM Adventure to show off some of the OSMT tools in action and to demonstrate how the OSM gametype can be implemented.

OSM Adventure mappers are encouraged to reverse-engineer this map to see how OSM works and for insight on ways you can use the available tools. Players are encouraged to simply download and enjoy this map.

Note: OSMT_v1.0.zip is included in this map's .zip file. It is a self-contained adventure. Installation instructions for both the toolset and the map are available in this map's readme, OSM-Gauntlet.txt

Map Announcement thread on UnrealPlayground: OSM-Gauntlet

Download from UnrealPlayground : OSM-Gauntlet

(Or download from FileFront): OSM Gauntlet
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Unread 22nd October, 2006, 02:41 AM
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SuperApe SuperApe is offline
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Talking OSMT v1.2 released

This update adds a few new features, including:

ScriptedActions added:

- ACTION_SubTitleSwitch : Sets the currently active SceneSubtitles actor to help organize subtitled cutscenes.

Miscellaneous Actors added:

- HintItem : An actor that can be Used by players to toggle a Material HUDOverlay, as if they were closely inspecting it. Useful to give clues or hints in story-driven adventures.
- PlayerUseTrigger : Only allows Player Pawns to Use and activate. Toggled if triggered.

Features added:

- ScriptedCharacters now have override properties for Health and ShieldStrength.
- ScriptedCharacters can use AmmoPickups in their GoodieDrop array as well as WeaponPickups. As usual, the last item in the array is used first, so list ammo after the weapon.
- OSM Adventure maps may have a custom loading screen by naming an embedded (myLevel) texture "LoadingScreen". The map name and "Loading..." text are omitted when a custom screen is displayed. To keep this texture embedded and saved, assign it as a Skins property on any NavigationPoint or other hidden actor.
- OSMObjectiveManager includes a per Objective AdditionalEquipment property array to allow players to respawn with additional default equipment after that Objective is reached. This string array is defined the same way the DefaultEquipment property is: <PackageName>.<ItemName> (example, "XWeapons.LinkGun")

What works:

- Fixed Ambushing creatures to be associated with AmbushPoints via OrderTag.
- OSM Adventure default timelimit set to zero. (unlimited)
- Fixed OSM Adventure DeathScenes so that Broadcast Messages can be displayed afterwards.
- Mantas flight movement improved. They now climb and dive smoothly with banking turns.
- ScriptedCharacters prevented from crouching if DrawScale is set to small or too large, preventing reset of default CollisionHeight.
- ScriptedCharacters forced to stop firing animations when they die.
- Fixed ACTION_VehicleFireStop to prevent vehicle weapon removal.
- Fix to stock loading screen code so loading maps may now display the fourth "missing" image (Xan backlit). OSM Adventures only.
- Minor miscellaneous fixes to scoreboard and menu hints for OSM Adventure.

OSMT v1.2 (released Oct 30, 2006)

What works:

- Fixed ThingFactory and CreatureFactory bCovert property.
- Fixed ThingFactory and CreatureFactory to immediately attempt spawn when Touched.
- Fixed CreatureFactory bAutoRespawn to begin respawn interval upon creature death, not Pawn removal.


Enjoy!
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Last edited by SuperApe : 7th November, 2006 at 03:12 PM. Reason: OSMT v1.2 released
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Unread 31st December, 2006, 09:00 PM
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Smile OSMT v1.4 released

(v1.3 was released internally for testing only)

Here are the updates:

ScriptedActions added:

- ACTION_GiveGoodie : Equips ScriptedMonsters with additional GoodieDrop array Pickups.
- ACTION_SetEnemy : Selectively sets the Enemy of a ScriptedMonster.

What works:

- Following creatures will threaten but likely remain loyal to Player leaders, even after repeated friendly fire hits.
- Fixed Poison to prevent reduced damage on lower game difficulties.
- Fixed Poison actors to only damage once per second.
- Fixed Dummy to stay in-game by removing the Texture property instead of using bHidden.
- Fixed GiantGasbags spitting out smaller Gasbags online.
- Fixed Mantas online to begin animating at map start.
- Fixed Brute to play sleeping sounds only when sleeping.
- Fixed Brutes, Skaarj and Warlords online to play footsteps & wingbeats.
- Fixed ScriptedCharacters online to stop firing and to display as PlacedCharacterName.
- Fixed miscellaneous online client warning logs.
- Fixed OSM Adventure to prevent pausing online.
- Fixed OSM Adventure Server Rules options display.


Last update of the year. Perhaps the last update for a while.
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Unread 1st November, 2014, 05:21 PM
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Thumbs up The final version of OSMT has been released

Old Skool Monsta Toolz v1.53 can be downloaded from ModDB here: LINK

Highlights include:
  • Camera shakes from damage and blood splatters from melee damage in OSM Adventure
  • OSM Populate mutator populates any map with creatures, advanced options include settings for which creatures (even characters), and can end the map when creatures are all killed (Not for use with OSM maps; DM maps are great for this though)
  • Warlords can use tactical teleporting for hunting, evading, and even leaving the map altogether if defeated
  • ShieldGun, Translocator and Flashlight pickups
  • Vastly improved creature combat behavior and improved creature team behavior for higher intelligence creatures
This is the final version. There are a number of additions and fixes to this version, although be aware that some are included as-is, some in a working development state. That means some of the working features may not function under certain conditions, or they may actually be disabled. But, the 'done' and 'testing' items should be fully playable and functional.

Thank you to all who have supported this project over the years. The hope is that everyone can enjoy mapping, modding and playing UT2004 with puzzles, traps and monsters!

Cheers,
- SuperApe


Here are the full list of included additions and fixes with this release:

Legend:
) = working (included in this release, as-is)
> = testing (included in this release, as-is, should work fine)
- = done (included and tested)

ScritpedMonsters added:

> SmartPoisonFly : a fly that has a poisonous sting.
> SmartSkeleton : a skeletized ScriptedCharacter monster.

ScriptedActions added:

- ACTION_IfHasInventory : a conditional that registers true if a named Pawn has a specific inventory item.
> ACTION_IfScoreReached : a conditional that registers true if any current player has reached a score value.

Mutators added:

> OSM Populate : A gameplay mutator that will populate any gametype map with creatures, including setting monster teams with leaders. Matches will end once all creatures are dead. Full Bot support.
> MutFlashlight : A map-embeded mutator that manages flashlights in game. Gives flashlights to each player upon spawn if no FlashlightPickup is in the map.

Pickups added:

> ShieldGunPickup : A ShieldGun Pickup class. (one time pickup, configurable)
) TranslocatorPickup : A Translocator Pickup class. (respawning pickup, configurable)
> FlashlightPickup : Allows flashlights to be picked up by players and bots.

Features added:

> Player Flashlight system available. (toggle with Use key, will not work around other Use triggers, vehicles, hintitems, etc, just add LevelGameRules actor set to OSMT.MutFlashlight and include a DarkVolume in the map. Add specific FlashlightPickups to disable automatic flashlight inventory.)
- ScriptedMonster gib behavior improved. (lighting, momentum, mass, etc)
> ScriptedMonsters of mammal intelligence or above will recognize enemy projectiles and face their origin.
> ScriptedMonsters ReactionTime varies among individual creatures.
> Following creatures automatically attack the killer of thier Leader.
) Simple flocking behavior added for fearful creatures.
> SmartFly and SmartManta only play full tumbling death anim if airborne, otherwise play just the land portion of death anim.
> SmartWarlord bTacticalTeleporting includes offensive LOS teleporting as well as defensive random teleporting.
- ScriptedCharacters handle miniguns better.
> ScriptedCharacters firing ranged weapons have roughly the same aim error adjustments as bots.
> HintItem able to trigger Event when inspected.
) OSM Adventure Save/Load feature added. (feature disabled in maps with cameraorientation subaction)
) OSM Adventure Restart and Random Adventure buttons added to mid-game menu.
> OSM Adventure can retain achieved objective's additional equipment for duration of the map.
- OSM Adventure Comrades set with both full ammo and their favorite weapon are now also modified by gameplay mutators as if player.
) OSM Adventure Comrades set with both full ammo and their favorite weapon are now also given the ability to pick up inventory (flashlights, etc).
> OSM Adventure player view can shake by both weapons and damage. Player configurable.
> OSM Adventure on no gore shows sparkley effects for damage and death.
> OSM Adventure full gore shows player blood in 1st person.
> OSM Adventure full gore shows blood splatter on the HUD for headshot and melee attack damage. Player configurable.
> OSM Adventure Remove Corpses option added (default true). Player configurable.

What works:

- Major review of combat behaviors: Charging, MeleeAttack, RangedAttack, Retreating, etc. Combat AI improved.
> AttitudeToPlayer ATTITUDE_Fear stabilized.
- Following creatures check potential enemies better. (assess threats to leader more often and can attack those who are targeting the leader)
> Extra gibs prevented in ScriptedMonsters.
> Colision cylinder reduced appropriately upon ScriptedMonster death.
) BaseEyeHeight set properly for creatures who duck.
> Creature corpses properly align to floor upon death landing.
> ScriptedCharacters more likely to properly loose their heads on headshot.
> Buoyancy properly set for all ScriptedMonster classes.
- OSM Adventure DeathScenes no longer play if max lives reached or unlimited lives set. (prevents frozen corpse)
- OSM Adventure EndGame time now 10 seconds.
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