PDA

View Full Version : LastManStanding +


iloveut99
6th February, 2011, 01:43 AM
LastManStanding++ v0.4

LastManStanding++ is an improved version of the LastManStanding gametype.
It will not affect the original lms gameplay in any way.

=======================================================
What does it improve over the normal lms?
=======================================================

-Dynamic Bots
The original lms gametype have a big problem relating bots, if there is no human player left the bots will
probably camp forever, don't letting another human players enter in the server. This is the reason why lms
servers normally don't support bots.

Dynamic Bots comes to solve this problem, bots will only play in the server when there's only one player.
This allow this player play a bit with the bots before another humans join the match.
When another human joins the match (there will be 2), the bots automatically leave the server and the first
human have his stats restored (lives, kills, health, inventory).

With this mode active bots will never block the humans join the game again.

-MidGame Join
Another annoying characteristic of the original lms gametype is that players can only join at the very
beginning of the matches. LMS++ was based in Extended LMS by adminthis and allow midgame join until there is
at least some player with more than 1 live.

The new player will join with the same lives of the worst player of the current game, so if the worst have
2 lives the new player will join with 2 lives too. If the worst player have less than 2 lives, the new player
will have to wait until the match ends like in the original lms.

There's one exception that is when the best player and the worst have the same lives, in this case the new
player will join will one live less to increase the fairness of the game.
Example: (p1 lives=2; p2 lives=2; new player lives=1)

-> This also fixes the lame players that rejoin to get 10 lives again at the beggining of the match

-Full support ZeroPing
The original LMS gametype doesn't fully support ZeroPing. There's some bug that avoids zp_ShockRifle and
zp_SniperRifle to be given to players. LastManStanding++ also does fix this issue providing support for this
weapons. See bellow how to configure normal weapons zero ping LMS++.

-Improved ScoreBoard
It includes by default, a better scoreboard, with more statistics like efficiency, kills, time played.

=======================================================
FAQ (Frequently Asked Questions):
=======================================================

-Does this new gametype is displayed in normal LMS server browser?

Yes players will see your server like a normal LMS server in the ut server browser.

-Is this gametype compatible with the other scoreboards did for original lms?

Yes.

iloveut99

Change log:

--------------------------
14-07-2011 v0.4
-Added option to force players to respawn with a specified weapon. (ex. start with sniper)
-Reset killing sprees when bots leave the server
-Added support for SmartDM with help of The_Cowboy, players now also get they SmartDM stats
restored when dynamic bots leave the server (works since v.SmartDM0898)
--------------------------

Credits:
ut99.org for the support, WhatAShocker for his popular KillCountLMS mod which I have based in, [rev]rato.skt for
testing and suggestions and to Feralidragon which provided me help to finish the zp integration, thanks mate!


Download:
http://www.mirrorcreator.com/files/1VIKU6RD/lmsplusplus04.zip_links

Enjoy.

back4more
6th February, 2011, 09:45 PM
awesome fixes IloveUt

Thank you

:)

iloveut99
7th February, 2011, 01:46 AM
eh thanks mate. :)

TheDane
7th February, 2011, 06:10 AM
yeah nice changes, LMS is a good idea, this seems to fix the online issues it has. We never do a LAN at my place without a couple of hours of good ol LMS games :)

I could think of a little twist to make midgame joining a little more fair. what if say you have 5 players in the game, but the worst have only 1 life left, not a good time to join i'd say? ... let's think about the idea of this equation:


local int i,
num,
Lives;

for (I=0;I<NumPlayers;I++)
{
Lives += P[I].Lives;
Num++;
}
NewPlayer.Lives = Lives / Num;


That would make the new player spawn as an average player to the game?

iloveut99
7th February, 2011, 09:11 PM
I could think of a little twist to make midgame joining a little more fair. what if say you have 5 players in the game, but the worst have only 1 life left, not a good time to join i'd say? ... let's think about the idea of this equation:


local int i,
num,
Lives;

for (I=0;I<NumPlayers;I++)
{
Lives += P[I].Lives;
Num++;
}
NewPlayer.Lives = Lives / Num;


That would make the new player spawn as an average player to the game?

Hey dane thanks for suggestion.

Well it may be fair for who is enter, but not fair for the player that have just been eliminated (or that have only 1 live).

Also for that I will need to record players ips in a array in order to the worst player don't rejoin just to get more lives, actually I don't save any player identification and just record the worst live since this method in my opinion is fair for everyone and don't harm the players with same ips like extended lms do.

iloveut99
15th February, 2011, 02:06 PM
I uploaded a new version (which hopefully should be approved soon), this new version will also restore the time of the game when dynamic bots left and add an optional server tag to differentiate the lms+ servers from the normal lms servers.

iloveut99
15th February, 2011, 06:25 PM
Restoring level time is not properly working in last version, probably because the player replication of the info. I'll try fix it when I find some time.

[rev]rato.skt
16th February, 2011, 03:21 PM
lms with zp would be great!

congratulations even without being compatible to ZP this mod was improved:thumbup:

iloveut99
16th February, 2011, 06:48 PM
Thanks mate.

Yeah I have planned to fix the zp support in lms. I will see what I can do when I get some free time to work on this.

iloveut99
8th March, 2011, 08:02 PM
I added a new version which fixes up a few things and adds normal weapons zero ping support. :)

back4more
8th March, 2011, 09:46 PM
ill try this one mate :)

it should work ok via multi server configurations ?.. mapvote etc?

good work. Thanks for helping to keep this place alive and kicking :)

just a thought ... would this work with rorks utstats.. or ut stats in general I wonder...

installing now.

iloveut99
8th March, 2011, 09:52 PM
Yes should work fine with multi server configurations.

just a thought ... would this work with rorks utstats.. or ut stats in general I wonder...

I'm not sure, it may exists incompatibilities in both mods. You need to test.

SoNY_scarface
8th March, 2011, 10:28 PM
Can I not load DynamicLoadObject or add on mods? I get lines of Could not DynamicLoadObject modname

back4more
8th March, 2011, 10:37 PM
not seeming to work with mapvote la for some reason;

CustomGameConfig[7]=(bEnabled=True,GameClass="LastManStanding +",NewPrefix="LMS+",Mutators="ZPPure7G.ZeroPing,UDamageFix.UDamageFixMut,WhoPushedMe.WhoPushedMe",Settings="")

Tried with "LastManStanding +" and "LastManStanding+" nothing.

well server loads... but the maps don't show.

also this is a serverside package? no ServerPackages= "needed?"

SoNY_scarface
8th March, 2011, 10:44 PM
BFM....you should know better than what you have written as gameclass.

You need GameClass="LastManStandingPlus02a.LastManStanding"

[rev]rato.skt
8th March, 2011, 10:58 PM
-It did not function with ZeroPingPlus103 =(
-it could add the amounts of deaths in the showscores!!

iloveut99
8th March, 2011, 11:14 PM
Can I not load DynamicLoadObject or add on mods? I get lines of Could not DynamicLoadObject modname
Hm I did not understand your question. What are you trying to do?

not seeming to work with mapvote la for some reason;


CustomGameConfig[7]=(bEnabled=True,GameClass="LastManStandingPlus02a.LastManStanding",NewPrefix="LMS+",Mutators="ZPPure7G.ZeroPing,UDamageFix.UDamageFixMut,WhoPushedMe.WhoPushedMe",Settings="")

Like SoNY said you should use the game class, you can use the code above, should work.

also this is a serverside package? no ServerPackages= "needed?"


There's no need for that, ut99 seems to be smart and detect it is a new mod, forcing the client to download it.

-It did not function with ZeroPingPlus103 =(
Please read the guide in the readme, you need to change a few things in the server ini, zp plus works just fine, because I tested with it.

-it could add the amounts of deaths in the showscores!!
Yeah, that should be easy to do... I will maybe provide this scoreboard option in next release. For now just use the regular killcount mutator with it:
http://unrealtournament.99.free.fr/utfiles/index.php?dir=GameTypes/LMS/&file=killcountLMS.rar

back4more
8th March, 2011, 11:24 PM
BFM....you should know better than what you have written as gameclass.

You need GameClass="LastManStandingPlus02a.LastManStanding"

hehe lol , *doh!... please forgive me for being total nub today.

too many things happening and not enough time. Hastily composing things and not looking properly lol.

my bad.

I know whats going to happen though , Iam going to have problems with EUT for sure lmao.

thanks guys !

hehe yup , the infamous EUT lol... not like this gametype. Looks awesome though. perhaps a separate server just for this one would be the way to go.. Thanks I<3UT99 :)

btw: on my old LMs server I combined this mutator which added some fun to the game if anyone-else would like to try;

http://ut-files.com/index.php?dir=Mods/&file=UWarMutator120_UTRetail.zip

ohh and which hud would be best suited to this gametype , preferably one that shows flags etc...

iloveut99
8th March, 2011, 11:37 PM
I dunno but have you checked if EUT have any conf to allow/ignore custom mods? In ini or something.

ohh and which hud would be best suited to this gametype , preferably one that shows flags etc...
I'm using the killcount that I posted above, but I know that there are more complex huds out there.

Thanks for the feedback. :)

back4more
9th March, 2011, 12:27 AM
I dunno but have you checked if EUT have any conf to allow/ignore custom mods? In ini or something.

yer lol I added the following to the EUTServer.ini;

Allowedmods[18]=LastManStandingPlus02a.LastManStanding

what happens is it does the blinky blink thing and you seem to be spawned close to the ground... its weird and happens with a lot of non EUT Gametypes.

which is just about all of them lol.

I did try std EUTDeathMatchPlus Gametype and tried running the LMs+ as a Mutator but the EUT one took charge. (no LMS)

but that's no biggy we have enough space to host a sep server at some stage. And I'll revisit this one for sure :thumbup:

iloveut99
9th March, 2011, 01:15 AM
I have uploaded a new version which fixes a critical gameplay bug. I recommend you to update to this version.

[rev]rato.skt
9th March, 2011, 03:22 PM
[QUOTE=iloveut99;160949]

-It did not function with ZeroPingPlus103 =(
-it could add the amounts of deaths in the showscores!!

iloveut99
9th March, 2011, 07:48 PM
I have answered that in first page.

SoNY_scarface
9th March, 2011, 08:34 PM
Can I not load DynamicLoadObject or add on mods? I get lines of Could not DynamicLoadObject modname

Asking again?

iloveut99
9th March, 2011, 08:41 PM
Like I said I am not understanding what are you trying to do. Is that related with lamapvote?

back4more
9th March, 2011, 09:30 PM
he could be utilizing the now redundant DPL (DynamicPackageLoader) released by Cr@<hidden> many moons ago.

The concept of which is still state of the art by UT standards however to it's demise it does not yet function with non-standard gametypes which have since accrued. Namely the Pre-Fixe's for anything outside of the stock UT99 list. :\

What it can do however is reduce the number of UBER Downloads sent to the Clients by allowing an Admin to Split up any/all Gametypes in a Multi-Mod/Server configuration up into smaller modular? type systems within itself.

^_^ probably not the best explanation for this mod which is truely amazing.

basically what it does is;

only loads the Mutators/Actors/Packages for the Currently played GameType.
therefore if I had a multi-server configuration with 10 different game types , each consisting of say 10 downloads. Rather then send all 100 downloads to the Client all in one go... and risk the client saying F$%$% this!.. and going elsewhere. (done this myself on numerous occasions) it will only send the 10 relevant Packages to the client pertaining to the current Gametype being played.

Now I believe that Hellen (a guy btw) the maker of Medtoggle has created a system much like this if I am not gravely mistaken.

references to the mods mentioned above are below;

DynamicPackageLoader
(http://forums.utassault.net/showthread.php?t=46477)
Medtoggle (http://www.birdieman.com/cgi-bin/yabb2/YaBB.pl?num=1293484047/20)

DPL has the ability to enable/disable actors/packages based on Game Prefix. So in server configurations where-by one has say DM with PURE7G (which does not work with RocketArena Mod), you could in theory tell it not to load the Pure Actors/Packages for the RA gametype only. ;) however , because RA is not a Std UT Prefix it simply won't work. Which is why DPL is now Redundant.

many have attempted to contact Cr@<hidden> (http://forums.utassault.net/member.php?u=483) over the years and it is thought that he went M.I.A in Kuwait shortly before they found George W Bush (jnr) in a hole in the ground. Unfortunately.

now on the off chance that Iam way off bat here and what the good Rev [Rato].skt is using is not the above named Mod. then please disregard this babble.

iloveut99
9th March, 2011, 09:40 PM
You don't need to add lms+ package to dynamic loader. Clients will only download it when the mod is running useless you added it manually to the packages, which you should not.

For the DynamicPackageLoader lms+ packages you should use the DM tag, since is the map tag that lms/lms+ does use. Something like this:
DynamicPackages[0]=DM-;UTPureRC7G;ZPPure7G

back4more
10th March, 2011, 03:33 AM
interestingly enough i may have found a way around this problem with DPL.

I have discovered that in MapVoteLA13 where you have the Default Prefixes

bDM=false
bCTF=false
bDOM =false

etc. you can add in custom Prefixes apparently :) which just might bring DPL back into the Arena (Fingers crossed) although a fair bit of work I may look at re-testing this mod next few days.

soo how to do this?... you may be asking... quite simply add other Prefixes to the mapvotela.ini like so ;

bSLV=false
bRA=false

etc.

then do the normal configurations as per normal :thumbup:

note: I have not tested this , but it is a glistening of light that may just well bring back the DynamicPackageLoader.

source for the above information here (http://www.ut99.org/viewtopic.php?f=7&t=685#p10935)

SoNY_scarface
10th March, 2011, 09:14 AM
Sorry I should have made clearer. When I load lms+ gameclass and add mutators into the mutators string to load via mapvotel13, all mods fail to load with the failed to load dynamicloadobject error

iloveut99
10th March, 2011, 11:23 AM
Can you post your la mapvote lms+ configuration?

iloveut99
3rd April, 2011, 06:54 PM
I've uploaded a new version, this one fix a few minor bugs, optimizes a bit and adds a new nice scoreboard as requested by [rev]rato.skt:

http://i55.tinypic.com/2eqfo05.png

You can download from here, while it doesn't get approved:
http://www.mediafire.com/?2zrtnj1n7bang5i

I am also running a combogib server here for who want to test:
78.46.238.236:7792

[rev]rato.skt
4th April, 2011, 12:48 AM
very good and thank you!
I'll try!

[rev]rato.skt
4th April, 2011, 12:15 PM
very good tested with ZPPure7G and zp ZeroPingPlus103 worked very well for this parabens!

[LastManStandingPlus03.LastManStanding]
bHighDetailGhosts=False
bDynamicBots=True
NumberDynamicBots=5
bServerTag=True
bAddNwZpWeapons=True
ZpPackageName=ZeroPingPlus103
FragLimit=15
TimeLimit=0
bMultiWeaponStay=False
bForceRespawn=True
bUseTranslocator=False
MaxCommanders=0
bNoMonsters=False
bHumansOnly=False
bCoopWeaponMode=False
bClassicDeathMessages=False

NICEEEE!!! :thumbup:

gopostal
4th April, 2011, 02:11 PM
I always liked LMS games. I thought well-played LMS games where no players sandbagged to live longer are probably the most competitive games in UT. does your server see many players?

back4more
4th April, 2011, 11:15 PM
I used to play on some international server which had a really good setup and was very popular. it had other mod's which gave it the hype feeling lol.

@<hidden> IloveUT , your scripting skills are improving ever so quickly :D I wonder how long before you could get a link with IPtoCountry1.6 and some little flaggy's going on in the new F1 Hud.? fi there is ever a chance , maybe you could make a hud for DM as well :)

Great stuff.

[rev]rato.skt
5th April, 2011, 02:01 AM
[QUOTE=iloveut99;160961]QUOTE]

I found 2 bugs on-line!!!! =/

1º - the primary shot this not taking off the life
2º - it does not configure keyboard keys to change to sniper or shock rifle

I tested only with zp ZeroPingPlus103!!!

iloveut99
5th April, 2011, 02:44 AM
rato.skt;161317']

I found 2 bugs on-line!!!! =/

1º - the primary shot this not taking off the life
2º - it does not configure keyboard keys to change to sniper or shock rifle

I tested only with zp ZeroPingPlus103!!!

Hi, that doesn't seems to be a bug of my mod at all.

You need to add the mutator 'ZeroPingPlus103.ZeroPing' at the server off course, without it you will experience this weird "bugs".

does your server see many players?

Not many. LMS is a quite dead nowadays. :/

I wonder how long before you could get a link with IPtoCountry1.6 and some little flaggy's going on in the new F1 Hud.? fi there is ever a chance , maybe you could make a hud for DM as well

Great stuff.

Thanks. I don't think that would be that hard to do... SmartCTF and SmartUT scoreboard codes are public I believe, so I can base in them to build that kind of board with some nice flags. I just thought that was not necessary right now for this mod, the country flag is undesired for some players (unless if I set it optional, which is a kind of good idea) and the additional lms stats aren't that many compared with the actual scoreboard already have.

back4more
5th April, 2011, 04:44 AM
^_^ a glistening of light is better then an unanswered post imo :)

bring on the flaggy's.. Esp for DM , SmartUT unfortunately is not intended for the DM gametype and the 2-3 options available atm are either crap or controlling so a new fresh hud option (sep mod from this but also compatible) would get a few responses.. if you look into say EUT you may even be able to get some of the stats features in there as well .. then I can ditch it and put all those fantabulous mod's / gametypes back on that would make me spawn like a grasshopper on the floor via EUT.

Ive not come across anyone that does not like the flaggy's but have in the past had problems with lag caused by older versions of iptocountry which is probably where the problem that you have raised stemmed from.However I am all for options and config files (love Defrosts works) as yes some people like it there way. and having the option definitely stops them from moaning like a redlight hooker on 'P'

[rev]rato.skt
7th April, 2011, 11:47 AM
ILOVET:


worked nicely after I added in the mutator votemap!!!

Big Thanks this version is the best was very good!

I would like to ask you something!
that standard zoom sniper green you can modify?
make an improved throughput and range of ZOOM,
like zooming in on sniper servers campers!
This standard zoom and very rotten!

iloveut99
8th April, 2011, 08:23 PM
rato.skt;161349']ILOVET:


worked nicely after I added in the mutator votemap!!!

Big Thanks this version is the best was very good!

I would like to ask you something!
that standard zoom sniper green you can modify?
make an improved throughput and range of ZOOM,
like zooming in on sniper servers campers!
This standard zoom and very rotten!

Hi! That's not going to happen, I just want to do improvements over original lms. I will not include modified weapons and stuff like that in this mod, for that please use some other mutators to replace the original weapon.

iloveut99
8th April, 2011, 10:59 PM
Here's version 0.3a which include a minor fix:
http://www.mediafire.com/?zycahn99y05w4gx (while it doesn't get approved)

[rev]rato.skt
9th April, 2011, 03:09 PM
Here's version 0.3a which include a minor fix:
http://www.mediafire.com/?zycahn99y05w4gx (while it doesn't get approved)


That's what I say, a mutator share for the game and not for the LMS
not animate to making ?

WHAT has been fixed in this version?
I found another bug in the 2
One when you kill the last player the game is not over ...
2 when a player enters Spectator he goes and does not enter until the game ends

iloveut99
9th April, 2011, 04:19 PM
rato.skt;161390']That's what I say, a mutator share for the game and not for the LMS
not animate to making ?


I will not work in that, please just use a modified sniper rifle there a lot out there.


WHAT has been fixed in this version?


You do not need to update to this version if you are running 0.3.
This just resets bot time in the scoreboard when a new player enter and there are bots in the server, so if the bot were camping for a while, lets say 2 days = 2880 minutes, you don't see Time: 2880 (which is weird imo) but Time: 1.

I found another bug in the 2
One when you kill the last player the game is not over ...


I have never experienced this. In which circumstances do this happen? Is it random?

2 when a player enters Spectator he goes and does not enter until the game ends

This is probably because there are/were already players in the game with 1 live or less. It was intended to be like this.

[rev]rato.skt
11th April, 2011, 11:31 AM
ok man thanks

iloveut99
17th April, 2011, 08:37 PM
New version,
v0.3b
-Delete all weapons dropped while the player was playing with the bots after joining a new human player
-Play a different sound when a new player enter and the another is playing with dynamic bots
-Added lms+ version/credits to serverinfo board (f2)

Download: (while it doesn't get approved)
http://www.mediafire.com/?y9y9guxwxwwdfx0

btw I am ready to add some nice stats/records like smartctf do. I dunno which should I add although, so ideas are welcome.

back4more
18th April, 2011, 08:08 AM
This mod is getting better and better IloveUT keep up the good works I will put this into our Multi server when I have finished setting up forums.

much appreciated.

:thumbup:

@<hidden> , your english is improving mate :)
:thumbup:

UT can teach us many things in life hehe..

[rev]rato.skt
18th April, 2011, 11:33 AM
I am already using his version on my server BRUTE FULL'll upgrade to this latest!
big thx ...!

[rev]rato.skt
18th April, 2011, 11:36 AM
This mod is getting better and better IloveUT keep up the good works I will put this into our Multi server when I have finished setting up forums.

much appreciated.

:thumbup:

@<hidden> , your english is improving mate :)
:thumbup:

UT can teach us many things in life hehe..

sometimes I get the courage to use two translators!!

:jestera:

back4more
18th April, 2011, 01:17 PM
I think the new one is working good friend :)

wd!

i can actually understand most of what you say now...

if you use small common words in translocator then u may find that more people will understand you :)

iloveut99
18th April, 2011, 02:00 PM
just found out that there are another mod already with this name. Dunno if I should change:
http://www.moddb.com/mods/last-man-standing-plus

back4more
18th April, 2011, 03:26 PM
yes change would be good maybe last-man-standing+++ :)

iloveut99
25th April, 2011, 12:55 AM
New version,
v0.3c
-Changed the mod name from LastManStandingPlus (lms+) to LastManStandingPlusPlus(lms++),
since it could cause confusion with another mod also called LastManStandingPlus(lms+)
-Fixed player lives bug, when bDynamicBots=False
-Added a message to the players that can't enter in the current game in order to alert them to wait until next match

Download: (while it doesn't get approved)
http://www.mediafire.com/?kweo8y4171atzyh

Included the source for devs (just removed some critical code related with server tag to reduce the risk of bad use).

Azura
25th April, 2011, 04:55 AM
Nice features. I see the main class is named LastManStanding. In your experience, can this caused any conflicts? I know that having gametypes with the same names on co-op can cause issues because the server only picks one of the classes (on UT package1.ClassA appears to be the same as package2.ClassA).

rork
25th April, 2011, 11:05 AM
-Changed the mod name from LastManStandingPlus (lms+) to LastManStandingPlusPlus(lms++),


This broke compatibility with UTStats which has the name hardcoded. I think if you go to the admin area > edit gametypes and map "Last Man Standing ++" to Last Man Standing it should fix LMS++ support.

iloveut99
25th April, 2011, 01:54 PM
This broke compatibility with UTStats which has the name hardcoded. I think if you go to the admin area > edit gametypes and map "Last Man Standing ++" to Last Man Standing it should fix LMS++ support.

I am sorry, it was not my intention to break any compatibility, but it was needed so it have an unique name that can't cause majority confusions.

The server admins that are using both mods, should keep version 0.3b for the compatibility until a new version of utstats is released, 0.3c doesn't introduce many news and it is only needed for who is using normal bots instead of dynamic bots.

Nice features. I see the main class is named LastManStanding. In your experience, can this caused any conflicts?

Until now I didn't had any problem, except in UnrealED which the engine don't know which mutator should pick for editing scripts, it does however always pick the botpack one.

Provided that you start the server with the command line "lmsplusplus03c.LastManStanding" it will pick the correct class.

gopostal
25th April, 2011, 03:16 PM
Don't code in Ued. It's nothing but constricting and problematic. Here:
Coding School (http://www.gopostals.com/Extra/codingschool.zip)
This will get you set up nicely with good tools.

iloveut99
25th April, 2011, 03:26 PM
I don't code with UnrealED, I just use notepad++. Thanks for that btw.

iloveut99
28th April, 2011, 11:10 AM
New version
v0.3d
-Optimized more the code
-Now if the worst player have the same lives of the best player, the new player will join with 1 live less
(p1 lives=2; p2 lives=2; new player lives=1) -> this is to increase the fairness of the game

Download: (while it doesn't get approved)
http://www.mediafire.com/?e1c4cc2xvx819cl

nogginBasher
1st July, 2011, 03:45 AM
Really like the mid-game join feature, and the option to add ZeroPing. Currently tweaking my FixWeaponBalance mutator so the zp sniper isn't too strong. ;)

But I got a few things to ask:

1) NASTY BUG! Playing lmsplusplus03d with a friend, we were down to 1 life each. Then some guy joined as a spectator, and my friend was set to 0 lives - game over!! I'm guessing that's related to the mid-game join and spectator detection. Could possibly be a conflict with AutoTeamBalance though. Logs probably aren't helpful, but here they are:

Level server received: LOGIN RESPONSE=-90288272 URL=Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.
Login request: Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Brock?Voice=BotPack.VoiceMaleTwo
ImpactHammer DM-Clawfist5.ImpactHammer1019 (Function Botpack.ImpactHammer.TraceAltFire:0147) Accessed None
Level server received: HAVE GUID=FD6597E211D38A65E0006BA2D2321081 GEN=1
...
Game ended at 746.956360
!!!!!!!!!!!!!!! CALC END STATS
Level server received: HAVE GUID=A3B94EE511D1ED674544E58A00005453 GEN=1
...
Level server received: JOIN
Join request: Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Brock?Voice=BotPack.VoiceMaleTwo
Team 0


If this bug is recurring, it's a bitch and we must fix it! Will certainly bug you if I see it again!

2) We always spawn with rockets in hand. I would like to set another weapon as default to hold. Is there any way to do that? (I think I was managing that with FairLMS mutator in normal LMS game, but it's not working with LMS++.) (Reasons: If people spawn holding rockets, the game becomes sixpack spam dominated, which makes Nin cry! And he was right, it's more fun if people use other weapons too. Also it can avoid people hurting themselves if they click-to-spawn, unless you already solved that issue.)

3) Not a big problem, but since the gametype doesn't extend the default LMS class, I had to change my detection code in FairLMS from:
LastManStanding(Level.Game)!=None
to
(LastManStanding(Level.Game)!=None || InStr(String(Level.Game.Class),"LastManStanding")>=0)
before I got True back! IMHO it might have been neater to extend Epic's LMS class, to work smoother with other mods.

Well sorry for all the requests. The mod is great!

iloveut99
1st July, 2011, 08:10 PM
Hi thanks for the feedback.


1) NASTY BUG! Playing lmsplusplus03d with a friend, we were down to 1 life each. Then some guy joined as a spectator, and my friend was set to 0 lives - game over!!


Tried replicate this but I couldn't when the spectator joins seems the others players still with 1 lives with no change at all in game.
Maybe it's some mutator which is changing this behavior. Can you try again in the server? (rename Ut.exe 2 times and join 3 times in the server in order to replicate it)

2) We always spawn with rockets in hand. I would like to set another weapon as default to hold. Is there any way to do that? (I think I was managing that with FairLMS mutator in normal LMS game, but it's not working with LMS++.) (Reasons: If people spawn holding rockets, the game becomes sixpack spam dominated, which makes Nin cry! And he was right, it's more fun if people use other weapons too. Also it can avoid people hurting themselves if they click-to-spawn, unless you already solved that issue.)

You only spawn with the rocket if it's your more priority weapon. (utmenu->weapons->priority)

I can however make an option to you force people to begin with a specified weapon.

3) Not a big problem, but since the gametype doesn't extend the default LMS class, I had to change my detection code in FairLMS from:
...
before I got True back! IMHO it might have been neater to extend Epic's LMS class, to work smoother with other mods.


It does not extend lms because in that way it will not appear in the lms browser, if any of you know a better way to do this I will be glad to implement it.

Just use this:
if(Level.Game.IsA('LastManStanding'))
Works for everything, subclasses and even for lms++.

nogginBasher
2nd July, 2011, 06:07 PM
OK man thanks for the swift reply! I guess the "NASTY BUG" is something to do with my server setup then. I will work on it... :)

The option for spawn weapon would be great, but no pressure!

And silly me for not using .IsA() - it's Java that made me paranoid about NullPointerExceptions. ;D

gopostal
3rd July, 2011, 01:53 PM
You can likely get around the server not showing in LMS tab. If you still can't get this, let me know.

iloveut99
3rd July, 2011, 01:59 PM
I'm not thinking in lost time with it (I'm busy at rl) just if someone knows how to do that directly and tell me. (pm me if needed)

iloveut99
14th July, 2011, 04:59 PM
New version
v0.4
-Added option to force players to respawn with a specified weapon. (ex. start with sniper)
-Reset killing sprees when bots leave the server
-Added support for SmartDM with help of The_Cowboy, players now also get they SmartDM stats
restored when dynamic bots leave the server (works since v.SmartDM0898)

Download:
http://www.mirrorcreator.com/files/1VIKU6RD/lmsplusplus04.zip_links

admin
23rd July, 2011, 07:55 PM
New version
v0.4


Download:
http://www.mirrorcreator.com/files/1VIKU6RD/lmsplusplus04.zip_links


Here to http://unrealtournament.99.free.fr/utfiles/index.php?dir=GameTypes/LMS/

back4more
22nd February, 2012, 09:59 PM
Don't code in Ued. It's nothing but constricting and problematic. Here:
Coding School (http://www.gopostals.com/Extra/codingschool.zip)
This will get you set up nicely with good tools.

Pretty Cool kit there GoPostal

only problem these days is the rsc does not function on computers with .net >1.xx

There is a Patched Version (http://www.unrealadmin.org/forums/showthread.php?t=27595) so that it would open in today's systems post 1.xx

However since downloads went down , I have not been able to find it again.

anyone got a copy of that?

also.. relating to this mod :)

I have SmartDM Scoreboard as a serverActor running full time.

I think that it is conflicting with this ones score board.. for example

I start a bot match.. all the scores change after every frag..

sometimes I have a score of one , then kill a bot and end up with lives 2 etc

now when I get down to me and last bot

each time they kill me there lives increases by 1,2,3... lives in some cases

is there away to disable SmartDm scoreboard for this gametype only , and or a way of collaborating with the SmartDM SB?

live LMS Details in SmartDM..

iloveut99
22nd February, 2012, 11:50 PM
Are you using last versions of both mods? They should be both compatible.

admin
23rd February, 2012, 12:01 AM
More recent but not patched ? http://redirect.brainless.us/rsc/rsc224.zip

is there away to disable SmartDm scoreboard for this gametype only add it not as serveractor but with mapvotela by gametype

back4more
23rd February, 2012, 12:13 AM
yeah that one don't work mate ..

thanks.

use as mutator , seems to be only option .. buggar.

admin
23rd February, 2012, 07:12 AM
open the int and can see

SmartDM0905.SmartDM,SmartDM0905.SmartDMBinds

ServerPackages=SmartDM0905
ServerPackages=SmartDMScoreBoard090510
ServerActors=ipToCountry.LinkActor
ServerActors=UTPureRC7G.UTPureSA
ServerActorsServerPackages=SmartDM0905.SmartDMServerActor


If it not work you can use DynamicActorLoader http://unrealtournament.99.free.fr/utfiles/index.php?dir=ServerSide_Mods/&file=DynamicActorLoader.zip

back4more
23rd February, 2012, 08:51 AM
Yep it works bro :)

just had to manually conf SmartDm for other gametypes
works good

iloveut99
23rd February, 2012, 09:28 AM
Even with serveractor should work, I've just tested it right now and works fine, no bugs. (lms04 + smdm0905)

back4more
23rd February, 2012, 06:04 PM
was getting some weird scores when combined. also using NGN

iloveut99
23rd February, 2012, 06:06 PM
What's NGN? Can you try with just the lms04pp & smdm0905 mods to see if the scores still get weird?

back4more
27th February, 2012, 05:34 AM
ahh soz mate NexgenN

ill test it out tomorrow .. was using smartdm905 as ServerActor for all games (DM) and just loaded the lms as a mutator through mapvotela13.

and thats when everything was weird. could be the way the packages/actors are loaded in .ini

but all works fine now.

also I set it up with this mutator which is quite good ; http://ut-files.com/index.php?dir=Mods/&file=UWarMutator120_UTRetail.zip