Thread View: alt.games.unreal.tournament
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Started by Todd
Sun, 30 Dec 2007 21:33
removing a mutator from a map?
Author: Todd
Date: Sun, 30 Dec 2007 21:33
Date: Sun, 30 Dec 2007 21:33
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There are several really nice amateur made maps out there which I'd really love to play on my lan, or just me against bots. But there's some kind of mutator or code built into the map, that forces me to play a way I don't want to play. For example, there's several ctf maps where the bots double, or even triple up; say I'm playing 3 on 3, with myself as the only real player; there'll be five extra bots in the map. Or there's a mutator that takes away all weapons you're spawned with. If I play LMS, or use the No Item or All Weapons mutators, there ends up being no weapons. There's also one map that wouldn't let me spawn in. I tried it without my mutators, and it still wouldn't run. (Although, I was playing Carry the Flag, rather than standard ctf.) Can anyone tell me how to go about using UnrealEd to find and remove these particular chunks of code? Thanks.
Re: removing a mutator from a map?
Author: Todd
Date: Sun, 30 Dec 2007 21:37
Date: Sun, 30 Dec 2007 21:37
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Todd <noone@nowhere.com> wrote: >There are several really nice amateur made maps out there which I'd >really love to play on my lan, or just me against bots. But there's >some kind of mutator or code built into the map, that forces me to >play a way I don't want to play. For example, there's several ctf >maps where the bots double, or even triple up; say I'm playing 3 on 3, >with myself as the only real player; there'll be five extra bots in >the map. Or there's a mutator that takes away all weapons you're >spawned with. If I play LMS, or use the No Item or All Weapons >mutators, there ends up being no weapons. > >There's also one map that wouldn't let me spawn in. I tried it >without my mutators, and it still wouldn't run. (Although, I was >playing Carry the Flag, rather than standard ctf.) > >Can anyone tell me how to go about using UnrealEd to find and remove >these particular chunks of code? > >Thanks. I'm talking original UT, by the way. Although I suppose I've had the same problems with some 2k3 and 2k4 maps. Matter of fact, I can't play some 2k3 maps in 2k4 because of incompatible code (2k3 jump boots, for example). But mostly the original.
Re: removing a mutator from a map?
Author: goPostal
Date: Sun, 30 Dec 2007 22:58
Date: Sun, 30 Dec 2007 22:58
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"Todd" <noone@nowhere.com> wrote in message news:fp2gn31roo51mu9f8bfnhl6tem0vgqpa01@4ax.com... > There are several really nice amateur made maps out there which I'd > really love to play on my lan, or just me against bots. But there's > some kind of mutator or code built into the map, that forces me to > play a way I don't want to play. For example, there's several ctf > maps where the bots double, or even triple up; say I'm playing 3 on 3, > with myself as the only real player; there'll be five extra bots in > the map. Or there's a mutator that takes away all weapons you're > spawned with. If I play LMS, or use the No Item or All Weapons > mutators, there ends up being no weapons. > > There's also one map that wouldn't let me spawn in. I tried it > without my mutators, and it still wouldn't run. (Although, I was > playing Carry the Flag, rather than standard ctf.) > > Can anyone tell me how to go about using UnrealEd to find and remove > these particular chunks of code? > > Thanks. > Easiest way would be to use killbots (number) in the console. You can remove a mut through editor but you risk messing the map up, and it certainly wont run online anymore (incompatible). You can use allweapons mut but if there is no weapon spawn actor you still mont get any. Use giveall then loaded if you want to play around would be safest.
Re: removing a mutator from a map?
Author: Todd
Date: Tue, 21 Oct 2008 21:36
Date: Tue, 21 Oct 2008 21:36
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Iasked: >> There are several really nice amateur made maps out there which I'd >> really love to play on my lan, or just me against bots. But there's >> some kind of mutator or code built into the map, that forces me to >> play a way I don't want to play. For example, there's several ctf >> maps where the bots double, or even triple up; say I'm playing 3 on 3, >> with myself as the only real player; there'll be five extra bots in >> the map. Or there's a mutator that takes away all weapons you're >> spawned with. If I play LMS, or use the No Item or All Weapons >> mutators, there ends up being no weapons. >> >> There's also one map that wouldn't let me spawn in. I tried it >> without my mutators, and it still wouldn't run. (Although, I was >> playing Carry the Flag, rather than standard ctf.) >> >> Can anyone tell me how to go about using UnrealEd to find and remove >> these particular chunks of code? >> >> Thanks. "goPostal" <agutgopostal@hotmail.com> wrote: >Easiest way would be to use killbots (number) in the console. You can remove >a mut through editor but you risk messing the map up, and it certainly wont >run online anymore (incompatible). You can use allweapons mut but if there >is no weapon spawn actor you still mont get any. Use giveall then loaded if >you want to play around would be safest. > You seem to be the only person responding to my posts. I must have done something to piss everyone else off. (Probably when I said that UT is a great game, but a lousy program. When a line in an ini referencing a module that isn't there can cause the game to crash, that's not a good thing.) I know this is an old thread, but I just came across it again. Anyway, messing up the map is not a problem. If I make it unplayable, I'll just delete the damaged file, and unzip a new copy. As it is, it's unplayable for me anyway. And most of these maps don't make it onto server rotations, so making it incompatible doesn't concern me. Especially since I was talking about playing against bots are on my LAN, where all the computers would have the "fixed" version. I hate SBC's news servers these days. They seem to have retention of about a week. If I hadn't had these posts on my reader already, I wouldn't have been able to respond. Fortunately, Comcast has a better retention, but I've already gone through my allowance for the month. (They outsource to Giganews.)
Re: removing a mutator from a map?
Author: Folk
Date: Wed, 22 Oct 2008 16:38
Date: Wed, 22 Oct 2008 16:38
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On Tue, 21 Oct 2008 14:36:21 -0700, Todd <noone@nowhere.com> wrote: >You seem to be the only person responding to my posts. I must have >done something to piss everyone else off. The couple of times I've answered your posts, I've gotten zero acknowledgement from you that you have read the reply. Looking back at the history for this group (and mine goes back a couple of years) you consistently repeat the same pattern of asking a question, getting several responses, but never acknowledging those responses. Not a single "thanks" that I've seen. Sure, you've responded a to a couple of replies, but that's only when you need additional information. People don't like to offer help to someone who doesn't appear to appreciate it.
Re: removing a mutator from a map?
Author: Todd
Date: Fri, 24 Oct 2008 00:09
Date: Fri, 24 Oct 2008 00:09
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Folk <Folk@folk.com> wrote: >People don't like to offer help to someone who doesn't appear to >appreciate it. I hate to waste bandwidth with posts that are simply quoting someone else's post with an added "thank you" or "thanks" at the bottom. I used to include a "thanks in advance" in my original posts, but I seem to have forgotten to do that lately. I'll have to remember to include it from now on.
Re: removing a mutator from a map?
Author: goPostal
Date: Fri, 24 Oct 2008 03:55
Date: Fri, 24 Oct 2008 03:55
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"Todd" <noone@nowhere.com> wrote in message news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com... > Folk <Folk@folk.com> wrote: > >>People don't like to offer help to someone who doesn't appear to >>appreciate it. > > I hate to waste bandwidth with posts that are simply quoting someone > else's post with an added "thank you" or "thanks" at the bottom. > > I used to include a "thanks in advance" in my original posts, but I > seem to have forgotten to do that lately. I'll have to remember to > include it from now on. > > It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or "Man you suck" to end things. Otherwise it sits unfinished. BTW heya Folk!
Re: removing a mutator from a map?
Author: Folk
Date: Fri, 24 Oct 2008 17:09
Date: Fri, 24 Oct 2008 17:09
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On Thu, 23 Oct 2008 20:55:04 -0700, "goPostal" <agutgopostal@hotmail.com> wrote: > >"Todd" <noone@nowhere.com> wrote in message >news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com... >> Folk <Folk@folk.com> wrote: >> >>>People don't like to offer help to someone who doesn't appear to >>>appreciate it. >> >> I hate to waste bandwidth with posts that are simply quoting someone >> else's post with an added "thank you" or "thanks" at the bottom. >> >> I used to include a "thanks in advance" in my original posts, but I >> seem to have forgotten to do that lately. I'll have to remember to >> include it from now on. >> >> > >It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or >"Man you suck" to end things. Otherwise it sits unfinished. > >BTW heya Folk! I thought about ignoring you just for giggles, but... <g>
Re: removing a mutator from a map?
Author: goPostal
Date: Sat, 25 Oct 2008 14:18
Date: Sat, 25 Oct 2008 14:18
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"Folk" <Folk@folk.com> wrote in message news:6a04g416uiplqotqejhegcl2ajdrajcmte@4ax.com... > On Thu, 23 Oct 2008 20:55:04 -0700, "goPostal" > <agutgopostal@hotmail.com> wrote: > >> >>"Todd" <noone@nowhere.com> wrote in message >>news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com... >>> Folk <Folk@folk.com> wrote: >>> >>>>People don't like to offer help to someone who doesn't appear to >>>>appreciate it. >>> >>> I hate to waste bandwidth with posts that are simply quoting someone >>> else's post with an added "thank you" or "thanks" at the bottom. >>> >>> I used to include a "thanks in advance" in my original posts, but I >>> seem to have forgotten to do that lately. I'll have to remember to >>> include it from now on. >>> >>> >> >>It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or >>"Man you suck" to end things. Otherwise it sits unfinished. >> >>BTW heya Folk! > > I thought about ignoring you just for giggles, but... <g> I've got a wife AND two daughters. That's pretty much covered.
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