Please Note This is NOT a mutator, it is a new game type.
InvasionPro is a new game type for Unreal Tournament 2004. It is based on the popular Invasion game type. For those people accustomed to the Invasion game type, InvasionPro will feel very familiar. InvasionPro takes Invasion to the next level. It addresses dozens of problems inherit to the classic game type and introduces many new and exciting features. InvasionPro’s main new feature is the addition of Boss waves. Boss waves are special waves in which only one Boss monster will spawn. This boss must be defeated to continue the invasion.
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InvasionPro v1_7 Download
Game Features & Notes:
Latest Version Changes – InvasionPro is a new game type for Unreal Tournament 2004. It is based on the popular Invasion game type. For those people accustomed to the Invasion game type, InvasionPro will feel very familiar. InvasionPro takes Invasion to the next level. It addresses dozens of problems inherit to the classic game type and introduces many new and exciting features. InvasionPro’s main new feature is the addition of Bosses and a pet feature. Most of the GUI menus have also been redesigned.
Most things are explained in-game in the configuration menus, just mouse-over the settings for a hint as to what it does, if in doubt just leave it at default.Amongst many other features and settings are:
* Bosses, these can be spawned either one at a time one after the other or all at once. To set them up add boss lines in the InvasionProSettings.ini file (the boss lines can be empty). The new boss entries will then be available in the in-game boss menu. Give the boss a unique “ID” number and make any other changes to it that you want, such as a name or speed. In the Waves menu check the boss wave box and set any other settings you want for the wave. In the boss ID field put the ID of the boss you created. Separate them by a comma if you want more than one boss. For example 1,2,3.
* Pets, can be enabled by the admin. If enabled players will have a new menu during gameplay when the press Esc. Alternatively this can be opened by typing “MenuPet” into the console. There are many pet features and abilities that can be upgraded as the pet levels and earns points by damaging and killing monsters. All of these abilities can be configured in the in-game Invasion Main Menu screen, except for 2 things. The list of “ServerPets” available to players must be set in the .ini file (stock monsters are there by default as examples). And if you want to run the pets in “Tier” mode, you must set up the “TierGroups” properly. (Remember to give the server pets a tier group). Tier Groups allows you to say which pets are available at which level, when pets reach the specified level the player will have the option of swapping it for a new pet from the next level (the previous abilites are kept, only the pet species changes). This allows it so only super strong pets are allowed at the highest levels. For example…
In the above lines, the pupae is set to TierGroup 1, and the EliteKrall to TierGroup 2. Until the pets level reached TierGroup 2 the player will not be able to choose the EliteKrall…
In the above lines TierGroup 1 (the first level) is until the pet gets to level 2, TierGroup 2 is then available until level 120 and so on.
Bug fixes and updates include:
* Online Player Names and Health displaying correctly.
* Game end early if QuickStart enabled fixed.
* Boss squad feature added.
* Boss spawning options added.
* Support for 2D Monsters has been added so they can properly previewed.
* A new “Wave Copy & Paste” (in the wave menu) feature has been created to make editing waves easier.
* Server Pets.
* Simplified wave ending rules, admin decides if it’s strictly the wave duration or monster count.
* monsters spawned by other monsters will inherit their masters controller (will not work for all monsters, it’s due to the spawning code used). If a friendly monsters spawns another and it is not friendly the problem is in the way it was spawned. To fix it the monster that does the spawning needs re-coding. Change the spawn call from…
(the instigator/owner needs to be set);
* Webadmin support added.
* Boss timer and boss name on HUD changed and can be disabled in HUD menu.
* Boss health bar feature added for monsters within radar range (can be disabled in HUD menu).
* Boss Names and Friendly Monsters names will appear above the monsters in question (can be disabled in HUD menu) .
* Complete redesign of HUD menu and Main Menu to make it much simpler and user friendly
You must read the manual included for instructions on how to set everything up.
Older Versions & Related Files
|InvasionProBeta v1_0||InvasionProBeta v1_1|
39 responses to “InvasionPro v1_7”
Hey, just wanted to say that this is my favorite Invasion mod for UT!
By the way, have you thought about expanding on the Pets system? Like being able to set up evolutionary paths for specific monsters, Brutes to Behemoths and Mercs to Elite Mercs for example? Or adding some new Auras, even the Dekaron Monster Auras would be welcome; The Fire Aura could cause damage over time and be nullified by water, etc. Or even making the Pets system a standalone in different modes? Just throwing some ideas out there.
Really nice GT!
Hovewer if I play a map where there’s already a monster set, this GT will crawl (FPS 0-4) after about 10 seconds from the start.
Tried the same map, but removed the monster and no issues.
first, i want to thank you for the very good job you made for this great (perhaps the most interesting monster mod) work.
I tried to use new monster with your mode, especially tu u2creatures (http://www.moddb.com/games/unreal-tournament-2004/addons/unreal-2-invasion-monsters-beta-41) and I have some problem with some monsters: some of this are not properly aligned on the z-axis.
I try to reset monster caracteristics to default but the problem remains. This problem doesn’t appear using invasion mod or invasion everywhere mutator.
Apparently, save always write x,y and z new value with an incorrect z value: is it possible to remove information from the ini file?
Hi, thanks to all
Frank – I would love to and those are some good ideas. Whether or not I will get around to that is another thing..
ix – Hmm it sounds like the error log was being flooded. Pre-existing monsters wasn’t something I checked for.
mornard – That is strange and I thought I had taken into account things like that. I assume the monster classes/lines are correct in the .ini file and it’s not loading a different monsters x,y,z info. You should be able to overwrite them in the ini file. These x,y,z problems are caused when the monster is imported into the game incorrectly and then their prepivot is “fixed” using the monsters defaultproperties. If you set the prepivot to default values for the xpawn class and correct the position in the animation browser and save the package it will fix it.
I find the problem: my ini configuration is invalid for some monster, so I try to reset to default value but I forget to click to edit mode button. If you click on reset only, value change on screen but can’t be saved. I thing it’s a little bug
Just wondering if this is correct and would work. MonsterStartTag=PathNode,RoadPathNode,HoverPathNode,AssaultPath,PlayerStart,ShootSpot,BlueShootSpot,RedShootSpot,TriggeredPlayerStart
Just getting spawn issues on some maps.
No I don’t think it would work. I put that option in for custom/new maps built specifically for invasion. The navigation points with the matching tag are stored in a dynamic array when the game begins. But a mutator could probably change the array to store whichever navigation points you wanted it to.
They tend to spawn only in 1 area in certain maps, making it too easy xD, would DruidMonsterMover be an option?
I think the DruidMonsterMover just moves a monster if it gets stuck (invasionpro should do that too) unless I’m mistaken.
Invasionpro gives gamerules a chance to return a spawn location (this is where you should return a spawn location with a mutator).
Yep got me puzzled xD Druidmonstermover doesn’t seem to do anything either. It’s like they are spawning at bases even though that option is set to false. Even in maps that don’t have team bases lol..
All is good now. Figured out a solution.
Got MonsterMover working through DM (mutator loader)
Hey there I love everything you do here this mod has helped me so much especially for the fact that I can have your monsters for instant action and i’m able to play online to it is awesome. But to the point of why i’m leaving a comment. I have ran into a problem where this error pops up every time I try to run this specific game mode
MutUT2004RPG DM-1on1-Albatross.MutUT2004RPG (Function UT2004RPG.MutUT2004RPG.BotLevelUp:07F0) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (InvasionPro DM-1on1-Albatross.InvasionPro, Function UnrealGame.DeathMatch.PendingMatch.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Albatross <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Now i'm not sure if it is invasion pro that is broken or if its something else so if you could please help me with this email me (dont judge my account XD) gamingtaz42gmail.com Thank you for the help Iniquitous and keep up the good work!! 🙂
Thats supposed to be email@example.com my bad lol
That’s the UT2004RPG mod crashing, looks like that error when bots are too high of a level, they run out of skills to buy and rpg crashes at that point.
DruidsRPG has a dummy skill available just for bots, just for that reason lol.
Sorry to be a bother, but I’ve gotten an issue with wave difficulty. I’ve set all wave configs in ut2004, satore(not active, but setup just in-case), and InvasionPro to have difficulty at 0.01 but past wave 16, monsters start getting crazy health boosts, which is a problem with 61 waves lol.
I really can’t find any other settings in all the ini files.
Any ideas or solutions to this?
Thank you Iniquitous.
Worked around it by making monsters have 1 quarter of their original health, and raised early waves difficulty. Sloppy but balanced it more. Piercing and vorpal weapons are also there when it gets too impossible lol.
Greetings. I have decided to give the old UT2004 a go again, and downloaded this FINE peace of work. It really does improve on all aspect of previous invasion and Satore – apart from one. I cannot (or do not know) how to configure, lets say, a 20% chance that a spawned monster will be x1.5 size x3 attack and x1.5 value. Or what good old Satore monster config used to do for me. It really brings up the randomness of each game, with low chances of 10% or less, iregularily triggering, each new game in a different wave or for a different monster…can I set up a monster chance % that some of them per wave will be smaller+faster, or bigger+stronger? And how? Thank you
I think I added some random options that could be enabled for monsters. Try adding these options to the monster lines….
so they should look like this:
However they are only randomized up to values of 1000 (It was a work in progress that I didn’t get to finish)
for some reason the pets just dont level up they get points but no level up points
forget it if i add more then 100 points to level up it just never does lol
is 30 monster types per wave really the max or i can add more?
It could probably be redesigned to take more (the in game config menu would need a complete overhaul), but yes 30 is the limit.
alright good to know thanks
So where exactly in the InvasionPro ini file do I put the MonsterTable= lines? I ask because the readme file only says to put them in the ini file, but never mentions what section they need to be in.
hey Iniquitous, nice mod! but i have some suggestions for you and i have a strange problem:
when i try to add a new monster to InvasionPro, for example 2009Barnacle.u and when i add the monster table line of the new monster to the InvasionProSettings.ini file, i can’t edit the new monster in the invaders options menu. all it shows is the name in the list but i can’t edit it at all. it says it’s “offline”. maybe you know what i did wrong.
and now to the 2 suggestions i’d like to show you. maybe you could make an entry in the wave configuration menu which will be called “Random” and which will affect that it will spawn a random monster. so if you have more than 30 monsters installed that you don’t always have to reedit all the waves to be able to use all monsters.
And the second thing is also some kind of problem. when i add bots to the game they aren’t the players listed in the players selection menu. it will only spawn specific models with specific names. that means when i have custom skins installed the gametype won’t load them. maybe you can fix this? :^)
hey there, got some more suggestions to let you be part of >:D
– option to disable monster mover (which i think teleports randomly a monster to another place, which i think is annoying if you shoot at a monster and then it randomly teleports to another spot)
-there seems to be something wrong with the pathleading of the player bots (not monsters). at some point they seem to be stuck in a specific part of path, which i mean they walk 5 meters and then they return to the place they were and do it again unless they get attacked by a monster. maybe it’s because of another mutator but i think this is related to invasion pro game type (even in death match maps)
-i know there is a bot skill mixer yet, but it doesn’t seem to work properly if you set min and max range to 0-7. this is supposed to spawn random skilled monsters and bots, but when i play with this mutator, it seems like almost every monster has godlike skill. maybe you could make a portable mutator for random skill levels? this would be really cool
i really hope there will be something like an InvasionPro1_8 or maybe even 1_9 😀 keep up the good work!
PS.: maybe you could enable 3rd person view for vehicles, too? since the game type disables several other 3rd person view mutators :/
PPS.: forgot to say, maybe make it possible to join and to spectate in single player mode (since you won’t need it there :d)
PPPS(lol).: make bots to kill friendly monsters, eg. nali cow, rabbit, etc. when you’re dead so you won’t have to quit the game ;d
oh and if you ever read this thread again and be thinking of making a new version of invasion pro maybe you could make an option to disable the feature that let monsters spawn from a new spawn point when they are not dead yet. and another feature that i miss from versions like 1.4 – 1.6 is compatibility with fhi maps so that monsters would spawn from their respective spawn location (opposite of player’s spawn location).
i just imagined if it would be possible to reenable onslaught’s hud map? to see where you are exactly. don’t know how this would work with monster radar, but maybe it’s a good idea for the next version :^)
just experienced another strange glitch when bots (not monsters) randomly die (probably when idling). maybe this is related to monsters teleport to different locations when idling
Thanks for the messages. My sincere apologies for not responding to you sooner.
I hope you are alright and still kicking monster butt!
Some nice ideas there, where were you when I was bug testing! haha
I think some of those issues aren’t caused by invasion pro but are perhaps encountered more often due to the game type and all the features it has.
I’m currently really busy with real life stuff but I will try to make some time to fix some of these issues.
Haha 😀 sorry i’m always too late. I just wanted not to keep my experiences away from others with this great gametype. I can imagine you won’t have time to make a new version. I hardly have time to kick monster’s butt 😛
Just another experience i wanted to share: When playing Onslaught Maps with vehicles, bots unfortunately get stuck, too in the vehicles. I often see this when they are using cicadas and fly up and down and shooting at a certain point for good. It can be that this is caused by some mutators i use. I don’t know. Maybe i’ll try it out without any mutators sometime. But nice to see this website still active cause many good websites went down :/
Gotta say this is impressive. I like how you are allowed monsters as pets. However, I think that this would be funner if there was a team in the monster’s side. Like when you die, you can join the monster’s side and play as a monster from the list of species to kill the remaining survivors. If this can be added, I’d be really grateful.
will this work for custom monsters such as the doom 3 ones?
Sorry for the late reply,
Yes it should work with all monsters. Just create/add a new monster lines in the .ini file as they appear and change it to match the details of the custom monster.