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My map; ropes; help me out.
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Lamur
Picture of SHADY
posted
Hey guys,

I have a lil problem...

In DM-Elba, map i made, i got ropes used for getting to the second level of the map. They work fine in single player mode, but they refuse to function on-line.

Any suggestions would be good.

Also, the map is preatty much done (aside from the ropes) and i was thinking of hosting it to show you fellers, but my connection is soo bad that it won't even let you dl the map.

I am attaching a playable dm-map so you can take a look at it.

Unzip into your "maps" directory;
Open rune, go to multiplayer, server, and choose "DM-Elba" from the list of maps;
Press "start server".

DM-Elba.run (510 Kb, 78 downloads) DM-Elba
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
Peregrine
Picture of SuMGuY
posted Hide Post
heyyyyy i like it!

: up:
 
Posts: 59 | Location: Oshkosh, WI USA | Registered: Sun January 19 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
There was some controversy about ropes on the RuneGame website; apparently people had difficulty getting them to work in multi-player contexts:

http://www.runegame.com/vbf/showthread.php?threadid=12408

Don't believe the hype and the nay-sayers, though; I'll try to take a look and see if this long-standing problem can't be by-sided.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Lamur
Picture of SHADY
posted Hide Post
LOL,

That be cool, but don't worry about it.

Regarding the forum post; i got the things to appear, they just fuck up the pawn as it gets on it. Suicide brings you out of it, otherwise you hang in the air, unable to move.
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
So you actually got a pawn to stick on the rope? In my testing on a dedicated server, Rune exits with an infinite script recursion as soon as I touch it.

Are you running a non-dedicated server?

PS. I'd have some backup structures in mind (ramps, elevators, movers) in case a hack proves time-consuming.

 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Lamur
Picture of SHADY
posted Hide Post
Yea yea,

The following showed up on my log after the inf. loop:
"UDP recvfrom error: 10054"

The ropes work fine on non dedicated and single player maps.

After you come back to the server and try to climb again you will get what i spoke of earlier; not able to move.
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
Magistrate
Picture of Manowar
MSN does not support status - click here for the profile.
posted Hide Post
simple but pretty nice. Thumbs Up
 
Posts: 2948 | Location: Michigan, USA | Registered: Fri January 17 2003Reply With QuoteReport This Post
Lamur
Picture of SHADY
posted Hide Post
Just scrapped the ropes and replaced them with movers. This added to the map in that now you can "bungee" to nearly any point of the map using one of the lifts. Kinda fun.

Also added a head weapon that yells at opponents and packs quite a punch, it rests on one of the lift cranes.

Posting the new map now.

Also, Unter, how do you take away the spawn weapons (hadaxe) from the spawning players and how do you lower their initial starting health?



DM-Elba.run (546 Kb, 68 downloads) Dm-Elba
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Create a new directory "x:\Rune\Shades\Classes\".  Copy the following into a new text file:

/**
 *	Shade's Mute; for the arbitrary establishment of
 *	start weapon and health.
 *
 *	Patronage: SHADY
 *	Implementation: Unter_den_Uebrigen
 */

Class ShadesMute expands Mutator;

function ModifyPlayer(Pawn Other)
{
	Pawn ( Other ).Health = 85;	// change arbitrarily
	
	if ( NextMutator != None )
		NextMutator.ModifyPlayer(Other);
}

function Class<Weapon> MyDefaultWeapon()
{
	DefaultWeapon = None;	// change arbitrarily
				// (i.e. "RuneI.VikingShortSword"
				// sans quotes)

	return DefaultWeapon;
}

DefaultProperties
{
}
Save it as "x:\Rune\Shades\Classes\ShadesMute.uc".  Add the following lines to your Rune.ini file:
[Engine.GameEngine]
[...]	// NB: the intervening lines will vary;
	// insert amongst the ServerPackages
ServerPackages=Shades

.
.
.

[Editor.EditorEngine]
[...]	// NB: the following lines may vary;
	// insert the last line as the very last
	// of the EditPackages.
EditPackages=Core
EditPackages=Engine
EditPackages=RuneI
EditPackages=UWeb
EditPackages=UBrowser
EditPackages=RuneServerAdmin
EditPackages=JunModel
EditPackages=Shades
Next,

- Go Start | Run | "cmd" (sans quotes)
- At the prompt type "cd x:\rune\system" (sans quotes)
- Type "ucc make" (sans quotes)

If it actually compiles, type

UCC.exe server DM-Elba.run?game=RuneI.RuneMultiPlayer?mutator=Shades.ShadesMute

to start a dedicated server.  You'll then join your own server like a regular member of the public.  If you need non-dedicated functionality, I can walk you through the steps of creating your own .int file.

If it doesn't compile, inquire here.

 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Lamur
Picture of SHADY
posted Hide Post
Oh, ok.

I thought you could do something in the editor itself, like change some property of the "player start"...

Thanks for the mod unter.
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
I tried playing around with that before; but it's good practice to make your own mutator, and tweaking the start-weapon is where most everybody sharpens their teeth.

If it's too involved, I'll compile it for you.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Lamur
Picture of SHADY
posted Hide Post
I will try the starter mod when i get home, but it will not see any game time since i run the 56 k. You might recall what happened when you tied to get into my hosted server...
 
Posts: 1041 | Location: Belmont CA | Registered: Tue January 28 2003Reply With QuoteReport This Post
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