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Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my!

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Old 12-17-2007, 04:28 PM   #211
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Any UT3 plans?
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Old 12-17-2007, 04:50 PM   #212
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Old 12-18-2007, 08:16 AM   #213
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Quote:
Originally Posted by outpt.co.uk View Post
Any UT3 plans?
Yeah. I hope to *get* UT3 and some time to open it UP over Xmas break.

Without seeing first hand what comes with the new game, I can't even begin to speculate on how/if OSMT would fit into it. I'll let you know after I've had a long winter's nap and a little egg nog.

...and btw...
Shameless plug for votes in ModDB's Mod Of the Year 2007:

Click the image to open in full size.
(Click on this button to reach the OSMT ModDB page)
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Old 09-11-2008, 02:22 PM   #214
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If anyone has suggestions of their own, please post them on the OSMT Discussions & Ideas thread. Thank you.
I`m working on a map with many ScriptedCharacters and they work fine, but I think there could be some interesat options for them. For example, to make them having weapons but drop none of them (apart from ""droponlyone", add a "dropgoodie" or similar). I also asked you some time ago about how to make them have infinte ammo, but except for final bosses with a lot of health that isn't a problem, but maybe there would be an easy way to implement it without having to use ScriptedActions for each one.

Well, I know it may be a really hard task, but I've always thought that vehicle support in OSMT ( I mean, vehicles with a bot-like AI ) would be nice, adding a great variety of new "enemies",as for example a Goliath as final enemy, or Airships fighting you outdoors.

The only thing I`ve already manage to do are modified MiniGunTurrets ( the others are too powerful, in my opinion) which are automatic-controlled and became a serious enemy.

Just few ideas from a newbie.
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Old 02-09-2009, 10:48 AM   #215
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How about bringing back the Nali? They were awesome. I liked the way they floated in mid-air whilst meditating.
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