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Looking for Ramdom Monster/item spawner

Posted: Thu Oct 27, 2011 3:10 am
by Hyzoran
Anyone know of any good Monster and/or Item spawners that will ramdomly spawn items on the map?
I found icitemspawner on hyper coop but its not ramdom.

Re: Looking for Ramdom Monster/item spawner

Posted: Thu Oct 27, 2011 2:14 pm
by Smirftsch
http://wolf.tcpclan.net/projects/

Check for UTeamFix which contains MonsterMash. It spawns monsters randomly out of a given list.

Re: Looking for Ramdom Monster/item spawner

Posted: Thu Oct 27, 2011 7:03 pm
by Hyzoran
http://wolf.tcpclan.net/projects/

Check for UTeamFix which contains MonsterMash. It spawns monsters randomly out of a given list.
No I need a mutator, sorry for not specifying.

I want it to run with Xcoop

Re: Looking for Ramdom Monster/item spawner

Posted: Thu Oct 27, 2011 8:02 pm
by BobIsUnreal
ICMutate can spawn both monsters and scattered inventory though out the map, although i am not sure if it random chooses. That probably is the best one i can think or short of making a crude one (witch IMO wouldn't be all that hard).

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 5:02 am
by []KAOS[]Casey
If you give a description of what exactly you want I can do it for you. I know of no spawners that do both item and monster spawning.

p.s.: if this is involved on a 227 server I could spawn literally every type of monster/item loaded within serverpackages so you wouldn't >need< to define what is spawned, though I could add an "exclude" list.

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 3:30 pm
by Hyzoran
If you give a description of what exactly you want I can do it for you. I know of no spawners that do both item and monster spawning.

p.s.: if this is involved on a 227 server I could spawn literally every type of monster/item loaded within serverpackages so you wouldn't >need< to define what is spawned, though I could add an "exclude" list.
Well I was looking for a spawner that spawns a few ramdom monsters here and there and every once in a while it spawns them again. And for Items I was looking for basically the same thing except that it only spawns a few items in ramdom places at the start of the map that can be specified whether they respawn or not based on the item being spawned. I appreciate the help if you make this.

I did find a monster spawner in the downloads of oldunreal but its VERY limited. It only spawns up to 60 different monsters and it doesnt do it very ramdomly.
and Theoratically it could spawn items too but then I would have to take away from the monsters list. and to make it worse its code locked so I cant edit it.

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 4:02 pm
by []KAOS[]Casey
Now the question is if you're using a 227 server or not. I can just use dynamic arrays with much more clean code, or static arrays which is pretty ugly. The configuration for static arrays is even bloated as well.

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 4:05 pm
by Hyzoran
Now the question is if you're using a 227 server or not. I can just use dynamic arrays with much more clean code, or static arrays which is pretty ugly. The configuration for static arrays is even bloated as well.
its 227h

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 6:51 pm
by []KAOS[]Casey

Re: Looking for Ramdom Monster/item spawner

Posted: Fri Oct 28, 2011 6:57 pm
by Hyzoran
Thanks :D

edit: lol bs EULA, I will never obey the government!

Edit2: Seems to work fine, however it only works when I summon it as admin. Just leaving it in server actors or Xcoop startup command Summon HCustomSpawner.HCustomSpawner does not work..

Re: Looking for Ramdom Monster/item spawner

Posted: Sat Oct 29, 2011 12:03 am
by []KAOS[]Casey
Odd. ServerActors should've done it. Anyways, I updated the zip file with the ability to use a mutator to spawn it. ?Mutator=HCustomSpawner.HCustomSpawnerMutator.

I tested this and it worked whereas before it didn't.

Re: Looking for Ramdom Monster/item spawner

Posted: Sat Oct 29, 2011 2:02 am
by Hyzoran
Odd. ServerActors should've done it. Anyways, I updated the zip file with the ability to use a mutator to spawn it. ?Mutator=HCustomSpawner.HCustomSpawnerMutator.

I tested this and it worked whereas before it didn't.
Yea I had to make my own mutator but with this spawner things get REALLY chaotic lol

Re: Looking for Ramdom Monster/item spawner

Posted: Sat Oct 29, 2011 3:05 am
by []KAOS[]Casey
I >CAN< fix that, but the problem is that if the server is on a map too long {and players are in it/go in and out} eventually older monsters spawned in bad locations {navigation points in places out of reach of players} and eventually the monster spawner will seem to have no effect.

I guess I could add in some semi-sophisticated checks to destroy very "outdated" monsters, or do what monsterspawn203 does and just wipe all pawns every wave, except slightly more intelligently.

Both are pretty easy to do actually, though the first would eventually eat more resources than it needs due to not being able to traverse pawnlist in reverse..

Re: Looking for Ramdom Monster/item spawner

Posted: Sat Oct 29, 2011 3:10 am
by Hyzoran
well Its fine the way it is now but sometimes it spawns at titan at spawn....lol

Good thing the mosnters fight each other its like a total clusterf*** and its awesome