X-Maps for INF

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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Question:

Should I just load *all* my muties this way and only have MultiMut in my command line? Also, I assume this is only server side and does not need to be in the server downloads.

Will test 12pm CST

Thanks
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Okay, I just tested it. Sorry took a late lunch :(

I am using MultiMut to load all the mutators. I am able to connect on a map change :)

Question:
What happens when I restart the Server from WebAdmin or remove/add a mutator (like NoScopes). Also, does MultiMut always load the mutators or only the first time from my Bat file?

Thanks!
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
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Odie3 said:
Question:
What happens when I restart the Server from WebAdmin or remove/add a mutator (like NoScopes). Also, does MultiMut always load the mutators or only the first time from my Bat file?

MultiMut is one single mutator (that loads all the mutators listed in it's ini but UT doesn't know that until the game starts).

You cannot edit this ini via the webadmin, but you can remove or add mulitmut as one single mutator and with it the whole bunch of mutators.

Adding/Removing a Mutator in the WebAdmin works as usual.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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as always... if you restart the server from within the webadmin then the saved mutatorlist will be used. So it will use the ones listed within the mutator dialog of the webadmin. These are the same as the ones within the ini file.

If you use our QuickMenu launcher to start a dedicated server then it will automatically use this mutatorlist entry within the ucc commandline.

If you use a standard link to start a dedicated server then you should use the same mutatorlist within the commandline options as used in the ini file.

---

If mutators are added to the general mutatorlist then they are used the next time you restart the server - as with almost every option you setup... they have to be applied and then the server has to be restarted.

If mutators are added to the MultiMut.ini file then they are used the next time the map changes actually, cause the config vars are loaded at the time the package is loaded, and this happens every time again a map starts up. (I guess you meant the ini file and not a Bat file)

Same goes for the GameSwitcher.ini. file. If you change values within, then they should take effect directly with the next map start.
 

{GD}Odie3

You Give Odie a Boner
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Beppo said:
----
If mutators are added to the MultiMut.ini file then they are used the next time the map changes actually, cause the config vars are loaded at the time the package is loaded, and this happens every time again a map starts up. (I guess you meant the ini file and not a Bat file)

Same goes for the GameSwitcher.ini. file. If you change values within, then they should take effect directly with the next map start.


Thanks, that clears it up! It is good to know that I can just edit the MultiMut and GameSwitcher.ini It is by far easier to edit in WebAdmin but I have PC Desktop access from home for the Inf Server. Which is not to bad to add/remove ini stuff.

I also assume that Mutators that are loaded in the GameSwitcher.ini are still lost on a MapVote (which I like BTW).
 
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Beppo

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Odie3 said:
... I also assume that Mutators that are loaded in the GameSwitcher.ini are still lost on a MapVote (which I like BTW).

On a RoundRestart vote the additional GameSwitcher mutators for this map get lost, yes. Not on a standard map vote.

And the reason for not 'fixing' or even trying to fix this, is the fact that I like this too. This way the players can simply vote if ie a restriction mutator should not be used at all.
 
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Beppo said:
Adding a menu to INF 2.9 would need a version change and that is currently not planned.

Well all that is needed to get UT to 'find' our gametypes is to setup an INT file in a proper way. INF uses other MetaClass entries to not allow UT to find our gametypes cause they will not work with it and would only mess up the system. So if you want to let UT find our gametypes... use the following in any INT file you want:
Code:
Object=(Name=InfiltrationUT.InfilDeathMatchPlus,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=InfiltrationUT.InfilTeamGamePlus,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=InfiltrationUT.InfilAssault,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=InfiltrationUT.InfilDomination,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=InfiltrationUT.InfilCTFGame,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=InfiltrationUT.InfilLastManStanding,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=INF_GameTypes.INFg_CoopGame,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=INF_GameTypes.INFg_Specialist,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Object=(Name=INF_GameTypes.INFg_EASGame,Class=Class,MetaClass=Botpack.TournamentGameInfo)

But keep in mind that X-Maps will probably not work with the vote location and reset round features of INF 2.9 and maybe other things as well.


X-Maps works perfectly. Both INF voting and x-maps admin controls work fine
with no bugs. The only problem is that i cannot set the reinforcements to be
differant for each gametype. Would be nice if there was a way to do that
but, oh well.
 

{GD}Odie3

You Give Odie a Boner
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Here is my command line for an example for you:

E:\UT\System\UCC.exe server EAS-INF-Silo?game=INF_Gametypes.INFg_Specialist?mutator=MultiMut.MutMulti,INF_Mutators.NoScopes LOG=I40TSMMix.log INI=S.ini USERINI=U.ini
 

{GD}Odie3

You Give Odie a Boner
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Beppo said:
New version of the GameSwitcher mutator attached.
It now resets the 'next' gametype before calling it. Means that the next gametype will ie start with the first round and not with the second aso. This led to some mixups online pretty fast if you voted ie in the 2nd round for another map that then changed the gametypes.

I tested it out for some hours now and everything worked ok even on a ded server.

Beppo,

I was wondering if there was a way to get different Reinforcement settings for different maps. Right now I am limited to just having different settings for Specialist and EAS. I assume this is due to the two Inf server ini settings ([INF_GameTypes.INFg_EAS] and [INF_GameTypes.INFg_Specialist]).

So would it be at all posssiable to have the below and then have game switcher switch between them?
  • INF_GameTypes.INFg_EAS_Small
    INF_GameTypes.INFg_EAS_Medium
    INF_GameTypes.INFg_EAS_Large
 

Crowze

Bird Brain
Feb 6, 2002
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Er, that's a very baaad way to go about it. A nicer way would be to have the reinforcement settings saved per map like the camos and timer settings are, but that would still need some core inf files modifying, so I'll leave it to Beppo and co.. It *might* be possible using a mutator, but I wouldn't count on it.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Ya, I was thinking the same too but I would think that I am out of luck for core Inf File changes.... so help me mutator - your my only hope.
 
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Burger

Lookin' down the iron-sights...
Aug 9, 2004
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I'd like to use game changer by myself with bots. (i have a crap modem, so online play in out of the question) I have tried to make it work, but I have NFI about the engine and the coding.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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The GameSwitcher mutator is pretty easy to use and doesn't need you to code anything. You only have to setup the ini file like shown in the example ini that comes packed with it. You only need to specify the map and the gametype you want to use, that's all.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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Burger said:
What mutators do i need to use? Do I need to disable location schedule?
Beppo said:
The GameSwitcher mutator is pretty easy to use ...
The location schedule will not be used. The mutator switches maps as you have defined them. Only problem you will have as server admin is the fact that the location schedule (map list) is used in game for the vote-location menu. So you would need to setup your map lists accordingly to give the players some maps they can vote for.