| Monsters: New monster: IceSlime New monster: FireSlime New monster: ScarySkull Ghost Put ScarySkull on fire Configurability: WebAdmin Interface Monsters have a MonsterID now Configurable: monster name is set in the MonsterTable Configurable: monster health multiplier (per wave setting) Configurable: monster health (per monster setting) Configurable: death messages for monsters Tweaks: Full compatibility with EasyRPG FallbackMonster added, if a monster isn't found, it'll spawn the FallbackMonster Pure bosswaves are possible by leaving MonsterNum blank or setting WaveLength to 0 When an Admin resurrects a person, he/she will see a message Resurrect messages go into the console "is OUT!" messages go into the console Monsters clean up their LinkedReplicationInfo when killed MonsterTable moved to mutator class (RBTTInvasionMutator) Monster count on the HUD Multiple 'mutator added/removed' messages on screen Mapmakers can specify where monsters should spawn (Playerstarts/Pathnodes/NavigationPoints) Bugfixes: Bots don't spawn as DemoGuy anymore Fixed several Accessed None's MiningBot doesn't drop it's weapon anymore Bosswaves doesn't crash game anymore when spawning unknown monster Monsters to don't move over anymore when switching maps No more annoying bots randomly joining in online play! GameTypes: =MonsterHunt= Create and play coop maps with interesting storylines! -Kismet: RBTTMonster Factory -Kismet: EndGame node -Kismet: PlayerCount node -Kismet: SetHealth node -Kismet: Monster Resizer node =DefendYourFlag= Defend your flag from waves of incoming monsters that are trying to steal your flag! All you have to do for this, is use RBTTInvasion with CTF as the gametype
|