shadow_keeper
Wanderer
[B36] The Gauntlet Version 1
Click here to download
Summary:
The Gauntlet in Doom, Malas. Automated spawning and door management. - Update 04/02/04
Description:
This package is my version of the actual Gauntlet (as close as I have got it so far). The script contains The teleporters for getting into the rooms, mebane2's Gauntlet monsters, and uses David's spawner (included is you have not already downloaded it.)
The script also has a fix for OSI's keep the door open trick (at least it should fix it, it has in the testing I have done).
The spawns are calculated as such:
A monster is spawned for each party that enters the room.
If an unpartied player enters the room, a monster will currently still spawn (I've placed this in intentionally).
The spawn of the Dark Father is worked on the average of the previous spawns divided by 2.
This can be used in conjunction with the Gauntlet Entrance script (no modification needed). I haven't tried with any of the Victoria quests, so I can't comment on modification for them.
04/02/04 - Version 1.1 - Thanks to joshw for pointing out problem with the restarting Gauntlet, should be fixed now. Download and replace the BaseGauntlet.cs file.
04/02/04 - Version 1.2 - System changed to resemble more closely information given by Cmonkey123. New method adds a monster every time a new party steps on the teleporter (only needs one member to). Players are unable to spawn more by dropping out of the party/joining up to another party after stepping on the teleporter (they can however go in seperate at first and then join up inside to get more monsters.)
The files BaseGauntlet.cs, DoomTeleporters.cs, and GauntletGen.cs should be replaced.
Installation:
Place the scripts into your custom directory
You do NOT need to replace Spawner.cs if you are already using David's spawner.
You do not have to overwrite any of mebane2's gauntlet monsters, except for the BaseGauntlet.cs file. The GauntletShadowKnight.cs should still be copied over.
In game type [gauntletgen
The first room should be locked, and ready to go.
04/02/04 - Version 1.2 - To upgrade from previous versions I recommend you do the following.
1) Go in game and remove the previous doom teleporters leading into the rooms (you don't have to, but it saves deleting from the console due to serialization later) then save.
2) Shut down the server and replace the files BaseGauntlet.cs, DoomTeleporters.cs, and GauntletGen.cs
3) Restart the server, and then go in game and type [gauntletgen
This will remove the previous gauntlet, and replace it with the newer one.
Click here to download
Summary:
The Gauntlet in Doom, Malas. Automated spawning and door management. - Update 04/02/04
Description:
This package is my version of the actual Gauntlet (as close as I have got it so far). The script contains The teleporters for getting into the rooms, mebane2's Gauntlet monsters, and uses David's spawner (included is you have not already downloaded it.)
The script also has a fix for OSI's keep the door open trick (at least it should fix it, it has in the testing I have done).
The spawns are calculated as such:
A monster is spawned for each party that enters the room.
If an unpartied player enters the room, a monster will currently still spawn (I've placed this in intentionally).
The spawn of the Dark Father is worked on the average of the previous spawns divided by 2.
This can be used in conjunction with the Gauntlet Entrance script (no modification needed). I haven't tried with any of the Victoria quests, so I can't comment on modification for them.
04/02/04 - Version 1.1 - Thanks to joshw for pointing out problem with the restarting Gauntlet, should be fixed now. Download and replace the BaseGauntlet.cs file.
04/02/04 - Version 1.2 - System changed to resemble more closely information given by Cmonkey123. New method adds a monster every time a new party steps on the teleporter (only needs one member to). Players are unable to spawn more by dropping out of the party/joining up to another party after stepping on the teleporter (they can however go in seperate at first and then join up inside to get more monsters.)
The files BaseGauntlet.cs, DoomTeleporters.cs, and GauntletGen.cs should be replaced.
Installation:
Place the scripts into your custom directory
You do NOT need to replace Spawner.cs if you are already using David's spawner.
You do not have to overwrite any of mebane2's gauntlet monsters, except for the BaseGauntlet.cs file. The GauntletShadowKnight.cs should still be copied over.
In game type [gauntletgen
The first room should be locked, and ready to go.
04/02/04 - Version 1.2 - To upgrade from previous versions I recommend you do the following.
1) Go in game and remove the previous doom teleporters leading into the rooms (you don't have to, but it saves deleting from the console due to serialization later) then save.
2) Shut down the server and replace the files BaseGauntlet.cs, DoomTeleporters.cs, and GauntletGen.cs
3) Restart the server, and then go in game and type [gauntletgen
This will remove the previous gauntlet, and replace it with the newer one.