MonsterHunt mutators

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MonsterHunt mutators

Post by EvilGrins » Tue Jul 31, 2012 11:59 pm

These are the mutators I use for MonsterHunt:
Image

Which ones do you use?

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Re: MonsterHunt mutators

Post by Hermskii » Wed Aug 01, 2012 10:37 am

None of those. Why? LOL.
~Peace~

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Re: MonsterHunt mutators

Post by EvilGrins » Wed Aug 01, 2012 12:44 pm

Hermskii wrote:None of those. Why? LOL.
Not which of those mutators. What mutators do you use!?

Arg!

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Re: MonsterHunt mutators

Post by Nelsona » Mon Aug 27, 2012 12:34 pm

This is a later reply...
To play:
- NsWeaponsLoader2;
- FL_Mutator.

For server:
- MapVoteLa13 calling: NsWeaponsLoader2, FL_Mutator, SpecMutator.
- A kind of server controller named NexgenXXXX, and other 2 server tools only.

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Re: MonsterHunt mutators

Post by medor » Mon Aug 27, 2012 1:08 pm

NsWeaponsLoader2, FL_Mutator, SpecMutator. ?

I ave not this on my utfiles. Is it public ? can i have it ?

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Re: MonsterHunt mutators

Post by Nelsona » Mon Aug 27, 2012 1:35 pm

medor wrote:NsWeaponsLoader2, FL_Mutator, SpecMutator. ?
Yeah, I think I typed correctly :D.
NsWeaponsLoader2 is a redone (I can do another one like this with my actual knowledge but I prefer to use a code - credited in mod) in purpose to load player with some weapons without to alter map. Attacking map with dumb inventory will ruin Skaarj. Of course I worked too much at Skaarj subject to not alter them again - cough - this one is working without to be in packages - just weapons need to be placed in packages. If somebody is saying: This isn't working - he messed up some default rules in server and not only this one not works there :P.

FL_Mutator is a rip with permissions granted in codes or TXT if I remember well from MutatorPack04 even suggesting splitting mod as needed. This one is giving to the player a kind of Zero Ping Flashlight (doesn't matter if you have 392 MS ping with server - light is instant) - if client is crashing at this mutator, this issue belongs to Sdk Engine messing up old stuff used for years without troubles (even in my computer sdkRenderer was a [expletive-removed], no shadows for monsters - no transparency - no need screenshoots posted because I'll throw up)

SpecMutator loaded has another purpose - if player think he is cool maybe need to see this or is just in his head ideea as being cool. What is about ? If somebody joined is hitting F5 on a player, that player will notice who is "spying" him and will be triggered to play very nice as long as he is feeling in attention of other teammate (is psychology here - or maybe metal problems :twisted:).
This one is another rip from MutatorPack04 with the same permissions granted - CREDIT TO AWSOME GUYS slaping such works - My skills for the moment cannot recreate such a tool, thanks × 32767 times. A few SLV classes might mess up with this HUD ? Yeah, a few "coders" were able to spam errors crashing players not only messing up HUD extensions. Do not use it with trashed SLV families, it won't crash, but will affect HUD in a small way.

Too much talk ? Ok, I'll send them to you in e-mail or other way - I don't have and need accounts on hosting servers which are down in 4 years or a bit more, even arested by FBI, :lol: .

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Re: MonsterHunt mutators

Post by medor » Mon Aug 27, 2012 4:38 pm

THX i will save that. And maybe a part of a future MH without crash :D

marc.barathon*laposte.net

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Re: MonsterHunt mutators

Post by Nelsona » Tue Aug 28, 2012 12:39 am

I have to go to work now. When I'll reach home I'll prepare small info (for config) related to NsWeaponsLoader2. Other 2 I think I'll split them because they are integrated now in my mod and I'm still doing tests or I'll send them when mod might be completed. I have to hunt a few random accesed nones.

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Re: MonsterHunt mutators

Post by Nelsona » Tue Aug 28, 2012 12:14 pm

First one was sent, return feedback pls. if works or not. If is a problem with it, send me logs, I'll check what might be wrong. Try it simple first before to load a bunch of other mutators. See if is blocked by one or is blocking itself something. Troubles might be solved if are happening.

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Re: MonsterHunt mutators

Post by medor » Tue Sep 04, 2012 12:53 pm

Nelsona wrote:First one was sent, return feedback pls. .
For the moment I just tried MH and CTF but I have not detailed.

Work for add and remove some weapons under MH . I ave try rrboombox.
I'll wait to be less busy to seriously test.

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Re: MonsterHunt mutators

Post by Nelsona » Tue Sep 04, 2012 2:18 pm

Good, because if you can see a problem with this mutator, not weapons, please tell me about error (log - if exist an error). Anyway for CTF I don't think is a great ideea, this small freak is loading an aditional ammo, might fool Bots if they don't have a rescaled ammo info - this is related to controller the mostly.

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