MonsterHunt and newnet

Discussions about Game Types.
jenova*
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Re: MonsterHunt and newnet

Postby jenova* » Sat Apr 13, 2019 12:18 pm

nope.
Still replaced weapon :/

medor
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Re: MonsterHunt and newnet

Postby medor » Sun Apr 14, 2019 6:53 am

just test it that work under UN1 i see and use second floor weapons
do have the logo UN1 when you start the maps ?
do you have ServerPackages=UN1 ?
try with UN1 as actor for be sure

just added the map to the dev server like that you can see (UN2 server but no change for MH)

jenova*
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Re: MonsterHunt and newnet

Postby jenova* » Sun Apr 14, 2019 12:30 pm

I found custom weapons that based default weapons is replaced to default one.

e.g. in these pics, these weapons are replaced.

>do have the logo UN1 when you start the maps ?
yeah.

>do you have ServerPackages=UN1 ?
no. I'm using XC engine.
But I tried write ServerPackages=UN1 a while ago and still replaced.

Image

Image

medor
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Re: MonsterHunt and newnet

Postby medor » Sun Apr 14, 2019 4:31 pm

>do have the logo UN1 when you start the maps ?
yeah.

>do you have ServerPackages=UN1 ?
not possible
if no ServerPackages=UN1 no logo UN1 when you start



so ???

jenova*
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Re: MonsterHunt and newnet

Postby jenova* » Sun Apr 21, 2019 7:04 am

I found the setting of below seems be fine on MH.

CustomGameConfig[3]=(bEnabled=True,GameClass="MonsterHunt.MonsterHunt",NewPrefix="nnMH",Mutators="UN1.DisableWeapons,UN1.NewNetServer",Settings="MaxPlayers=30,MaxSpectators=10,bTournament=False")

In my server, I need to write "UN1.NewNetServer" AFTER "UN1.DisableWeapons" when I use UN1 as mutator.


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