Making a Mutator(Non-MTL branched)

The best and quickest support by a group of top-notch editing specialists, guaranteed!

Moderator: Forum Guards

Making a Mutator(Non-MTL branched)

Postby Allan » Fri Feb 03, 06 2:58 pm

Right, i'm planning to try and make a mutator, and i'm stuck for how to even start with it...

If someone would give me a hand with making a basic Non-MTL mutator, i'll be most grateful :)
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby Gishank » Fri Feb 03, 06 3:37 pm

Why not make it mtl based?
Image
Gishank
Forum Super Hero
 
Posts: 4235
Joined: Sun Aug 28, 05 9:17 am
Location: London, England.

Postby ~ô¿ô~Nobody~ » Fri Feb 03, 06 7:04 pm

because not everyone is called klop and knows everything :P


@allan: actually everyone just makes mutators not basing on MTL
if you create a class like
Code: Select all
class MyMutator extends Mutator

then it is not based on MTL

to make it possible to base a Mutator on MTL you needed to use the MTL extender pack © [A]Nobody
Nobody is perfect...
------------------------------
Longc[A]t wrote:I still think Dae is a russian spambot.

~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
User avatar
~ô¿ô~Nobody~
Alpha
 
Posts: 2520
Joined: Fri Dec 31, 04 3:20 pm
Location: Proclarush Taonas

Postby Cozmo » Fri Feb 03, 06 7:29 pm

the MTL Extender pack......... is?........
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Alex » Fri Feb 03, 06 7:30 pm

A pack which enables you to use DXMTL152b1.u in your mod. Not really required for mods.
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby Cozmo » Fri Feb 03, 06 7:31 pm

~[A]lex~ wrote:A pack which enables you to use DXMTL152b1.u in your mod. Not really required for mods.


Eh? thats just what i need! so a gametype could expand the mtl game?
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Alex » Fri Feb 03, 06 7:32 pm

~Cozmo~ wrote:
~[A]lex~ wrote:A pack which enables you to use DXMTL152b1.u in your mod. Not really required for mods.


Eh? thats just what i need! so a gametype could expand the mtl game?

I don't think you are able of making a gametype...
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby ~ô¿ô~Nobody~ » Fri Feb 03, 06 7:35 pm

he wanted to say that this is the ticket to make a MTL based gametype

however.. it's a bit more advanced to make a new gametype anyways (undependent of MTL)
if you know how to make a normal new gametype you can do a MTL based one with the extender pack too (it's just a little bit more advanced)
Nobody is perfect...
------------------------------
Longc[A]t wrote:I still think Dae is a russian spambot.

~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
User avatar
~ô¿ô~Nobody~
Alpha
 
Posts: 2520
Joined: Fri Dec 31, 04 3:20 pm
Location: Proclarush Taonas

Postby Alex » Fri Feb 03, 06 7:36 pm

I suggest making a new gametype not based on DXMTL first, when you managed to do that, come back to the topic of "I want the MTL extender so I can make a MTL based gametype"
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby MainMan » Fri Feb 03, 06 8:07 pm

Yeah, almost all mutators are not based on mtl. (apart from the ones included in DXMTL, such as anti cheat etc.)

Your every-day mutator has nothing to do with mtl.
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK

Postby Gishank » Fri Feb 03, 06 8:09 pm

Can someone make a topic on the basics of making a mutator. Seeming as i haven't made one before please?
Image
Gishank
Forum Super Hero
 
Posts: 4235
Joined: Sun Aug 28, 05 9:17 am
Location: London, England.

Postby Allan » Fri Feb 03, 06 9:16 pm

Huh? How did the topic change to Gametypes instead of Mutators... Well, any of you guys reccomend any websites for making mutators for Deus Ex?
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby Cozmo » Fri Feb 03, 06 11:34 pm

Yeah ive made a gametype before with new playerclasses edited dx.ini and it all works but in game it just says the basic deus ex gametypes on the multiplayer menu

~[A]lex~ wrote:I don't think you are able of making a gametype...


Im not absolutely daft...
Yes i am a bad coder but it compiles =]
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby ~ô¿ô~Nobody~ » Sat Feb 04, 06 12:10 am

indeed, you don't need to be an [A]lex to make a new gametype :P
Nobody is perfect...
------------------------------
Longc[A]t wrote:I still think Dae is a russian spambot.

~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
User avatar
~ô¿ô~Nobody~
Alpha
 
Posts: 2520
Joined: Fri Dec 31, 04 3:20 pm
Location: Proclarush Taonas

Postby Alex » Sat Feb 04, 06 9:41 am

Correct, but actually making an MP gametype is a bit harder than SP I'm afraid...
Alex
Alpha
 
Posts: 8067
Joined: Wed Nov 12, 03 4:51 pm

Postby Gishank » Sat Feb 04, 06 9:44 am

<~>K}Ã?Ã?<~> wrote:Can someone make a topic on the basics of making a mutator. Seeming as i haven't made one before please?
Image
Gishank
Forum Super Hero
 
Posts: 4235
Joined: Sun Aug 28, 05 9:17 am
Location: London, England.

Postby Allan » Sat Feb 04, 06 4:35 pm

This is just a stupid quick piece of mutator code, but can someone tell me if it would work, and how to get it set up for DXMP?

Code: Select all
//============
// CarcassRemover.
//============
class CarcassRemover expands Mutator;

Var DeusExCarcass C;

Function PostBeginPlay()
{
   foreach AllActors( class 'DeusExCarcass', C )
         C.Destroy();
}
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby MainMan » Sat Feb 04, 06 4:40 pm

that will only delete the carcasses that are already in the map at the beginning. (i'm not sure why you would have them anyway)
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK

Postby Allan » Sat Feb 04, 06 4:48 pm

Doh! There has got to be an easier way of making mutators than this hit-and-miss crap i seem to be doing...
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby MainMan » Sat Feb 04, 06 4:54 pm

well what do you want to do? Make it like in dxag, so the player doesnt have a carcass? (without changing the player class)
<center>ty m7
</center>
User avatar
MainMan
<i>Tru' Playa' Fer Defs</i>
 
Posts: 4655
Joined: Sun Jun 05, 05 7:38 am
Location: London, UK


Return to Editing issues

Who is online

Users browsing this forum: No registered users and 1 guest