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Pat AfterMoon
Joined: Sun Feb 17, 2002 7:07 pm Posts: 628
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ANDREI additional monsters: how it (should) works
I just add some precision about the button in the StartMap to activate the ANDREI additional monsters. - If you want the monsters, it has to be activated EVERY time you enter the StartMap.
- It works in both modes, regular and challenge.
- I've just added a message that is displayed when entering the 1st map of the campaign if you have ANDREI monsters activated.
- Now, there is more monsters in the first map (visible when pressing F1) if you have ANDREI monsters activated.
- If you don't have ANDREI monsters activated after pushing the button, try to take more time between pushing the button and entering a teleporter. Sometime, the worldserver has erratic response time and may receive your teleporter entry before your button push. Wait 15 seconds if you have some doubts.
Feel free to post some feedback.
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Wed Jun 02, 2010 8:22 pm |
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ANDREI
Joined: Tue Jun 23, 2009 3:30 pm Posts: 623
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ok a question
i just checked it now. it still doesn't work on challenge (i tried waiting firstly 35 seconds then just 10 seconds but nothing). it WORKS on regular (it even gave me a text about my monsters xD)
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Wed Jun 02, 2010 8:52 pm |
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Pat AfterMoon
Joined: Sun Feb 17, 2002 7:07 pm Posts: 628
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Re: ANDREI additional monsters: how it (should) works
OK, thank you ANDREI.
In fact there is no xmlrules at all for the classic campaign in challenge mode since the beginning of 2010. But it is not applied in betatest mode and it's why I've forgotten it.
It is corrected, now you have additional monsters in challenge mode, and if you push the ANDREI button in the StartMap, You have even more monsters, like in regular mode.
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Wed Jun 02, 2010 9:37 pm |
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CombatEnforcer
Joined: Tue May 11, 2010 4:05 pm Posts: 25
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Re: ANDREI additional monsters: how it (should) works
There seems to be a major bug with this, I just entered the Lost Station, returned to the installation, and monsters were constantly spawning inside me (as in, treating me like some kind of mobile spawnpoint) and I eventually died because i couldn't aim or shoot a parasite who was stuck inside me, and nearly downed when an enforcer spawned inside of me while making my way back from the secret level access in the underwater passage.
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Thu Jun 03, 2010 3:42 am |
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ANDREI
Joined: Tue Jun 23, 2009 3:30 pm Posts: 623
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Re: ANDREI additional monsters: how it (should) works
KEMPER did a post with this problem too (or at least he started talking about the problem on an already existing post).
anyways, it can be fixed in-game by returning to startmap and going to the 'last map teleporter'. they won't spawn anymore (except if you go to a map that has got my monsters and return back to a map that has got my monsters too)
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Thu Jun 03, 2010 7:33 am |
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xRDVx
Joined: Wed Oct 01, 2008 6:21 pm Posts: 322
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Re: ANDREI additional monsters: how it (should) works
Well: This is it, There are too much monsters! That's about it <.< So, Andrei.. you've got to get triggers, and less monsters.
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Thu Jun 03, 2010 2:47 pm |
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Pat AfterMoon
Joined: Sun Feb 17, 2002 7:07 pm Posts: 628
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Re: ANDREI additional monsters: how it (should) works
xRDVx wrote: This is it, There are too much monsters! It is why the ANDREI add-on was deactivated in challenge mode before the button was implemented in the StartMap. xRDVx wrote: So, Andrei.. you've got to get triggers, and less monsters. I agree.
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Thu Jun 03, 2010 7:12 pm |
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mik1
Joined: Fri Aug 31, 2007 12:06 pm Posts: 165
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Re: ANDREI additional monsters: how it (should) works
you could make the monsters trigger_spawn and add a trigger so this way they woulnd be visible all around the map but it would take a lot reworking.
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Fri Jun 04, 2010 11:41 am |
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CombatEnforcer
Joined: Tue May 11, 2010 4:05 pm Posts: 25
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Re: ANDREI additional monsters: how it (should) works
I think the monster density is fine, any less and it wouldn't be as challenging.
But triggers to determine the random distribution of monsters so that they are allways in different places (or maybe can even wander in the map from somewhere) should be added aswell.
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Fri Jun 04, 2010 4:16 pm |
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mik1
Joined: Fri Aug 31, 2007 12:06 pm Posts: 165
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Re: ANDREI additional monsters: how it (should) works
CombatEnforcer wrote: I think the monster density is fine, any less and it wouldn't be as challenging.
But triggers to determine the random distribution of monsters so that they are allways in different places (or maybe can even wander in the map from somewhere) should be added aswell. that would be cool. with this you could not learn the enemy locations from before and it would get more interestiong. do you think if some amount of groups of monsters that are random wich are on and wich off or every enemy (extras) is random so about half are on and half off.
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Sat Jun 05, 2010 5:09 am |
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