MaxDamage=3000 <-this is the max amount any ONE shot can do to a monster (think redeemer)
LimitMonsterHealth=True <-Sets a global max health limit on monsters (see below)
maxMonsterHealth=10000 <-What that max will be
AdjustFactories=False <-Buggy but works, see below
bCapacity=500 <-Max monsters each factory can make
ChangeCovertToFalse=True <-Detailed below
HGHealingAmount=20 <-Healing per second from the HealGun
RifleDamage=500 <-Damage per shot from the MH2 Rifle (Default is 45)
MaxMsg=20 <-Max voice taunts per person per game
bReinforce=True <-True reinforces the ban if the player leaves and returns same match
bPlayerMsg=True <-Tell the player he is silenced?
MsgToPlayer="You have reached the maximum amount of taunts allowed for this match."
bBroadcast=True <-Tell everyone that player is silenced
MsgToBroadcast="The voice message capabilities of %Player% have been revoked."
bTeamGames=True <-Use on team games? (leave this True!)
bDisableTaunts=False <-Just stops ALL taunts completely all the time
On limit monster health this depends some on drawscale. I tried to compensate for that but part of the code is native so you won't have an *exact* 10000 (or whatever) limit. It will be more like 11300 but it is in the neighborhood of what you want. Mess with it some. The good news is it does in fact work well, no more monsters with 2 million health.
Adjust factories: This I'm still trying out. What it does is limit factories to "X" number of monsters. This works fine *BUT* if a trigger is called by completion of the factory, it fails and you are stuck. It's on my to-do list to see if I can work that out.
ChangeCovertToFalse: If you elect to use AdjustFactories you have the option to set this. What it does is force factories to spawn monsters even if they are set to spawn when you aren't looking. Here's an example: You know in MH-Winter when you go down the commode and you are at the waterfall's edge? The slith below will not spawn if you are looking at them. It mucks up the whole map. With this setting you will force the monsters to spawn even if they are set not to (and this should always be this way).
OK guys, mod is all yours.You need only two lines to use this on-server:
Relics and all mods are included. Use the mapvote lines to activate everything.
PLEASE PLEASE PLEASE send me server errors!!!
JackGriffin wrote:Now, it's time to go outside...
if(Killer.IsA('ScreptedPawn') && Other.IsA('ScreptedPawn'))return;
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