New version of mod Galtanor's Invasion. The mod has many changes: 1-Logic of monsters: now they are very aggressive. 2-Added new custom monsters. 3-A new weapon has been added to all monsters. 4-A small increase in the number of monsters per player. 5-Great variety of wave configurations 6-You have to survive 5 waves and 6 -KING WAVE- (Boss wave)

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GaltanorsInvasionUltimate v1.0

GaltanorsInvasionUltimate v1.0

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New version of mod Galtanor's Invasion. The mod has many changes: 1-Logic of monsters: now they are very aggressive. 2-Added new custom monsters. 3-A...

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OldClassicsGamer
OldClassicsGamer - - 17 comments

I love this ultimate version of Galtanor's Invasion, but there is one thing I absolutely don't like. The thing about your version is that missile skulls don't have homing rockets, whereas original ones as far as I remembered did have homing ones against flying vehicles, like Raptor's ones. Could you please add that or make it as an addon that replaces some specific file if one wants that? There is also an issue that original Galtanor's Invasion also had if you could look into that. Warfare map, Serenity keeps power cores in place instead of removing them and bots get attracted to them as if to defend them. On other maps nodes, power codes or flags disappear.

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farsymmer100 Creator
farsymmer100 - - 1 comments

Make homing missiles ?, easily, I can make them as a separate weapon. Then in the file UTGaltanorsInvasionMonsters.ini in front of the monster you need to write Weapon ClassName="weapon name".

As for glitches on the maps of Serenity and others, I still do not know why, and how to fix it.

But there's one horrible glitch I haven't been able to fix - Sticking random choice invasion. It is stuck on several invasions on some maps, and on one invasion on others. This problem has existed since the original Galtanor's Invasion.

I still have some ideas on how to improve this invasion, but for me to implement them every time is a difficult logic puzzle (I'm not a good programmer), I would be happy for any help from knowledgeable people, I have an open script and I can specify that where and what functions are.

And in general - more ideas, any ideas and claims from everyone are welcome for the new version of this invasion.

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OldClassicsGamer
OldClassicsGamer - - 17 comments

I have an idea for this mod, if it is still being worked on. I think it could be much better if monsters didn't spawn everywhere and instead, had their own, central spawning spot. I really do hope that this mod isn't dead yet, as me and many others would probably greatly appreciate a change like this.

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OldClassicsGamer
OldClassicsGamer - - 17 comments

Thank you for all responses! There's one more thing however that I would like to know if I can ask... I have tried to get my own version of Galtanor's Invasion Ultimate with my own waves for enjoying single-player fights, but when I removed most of waves I didn't want from UTGaltanorsInvasionWaves.ini and made my own changes, amount of monsters per wave decreased permanently to about 15 per wave, as well as the fact that they started appearing very slowly, maybe 1 or 2 per 0.7 or 1 second(s), ignoring my settings in my configuration file. Initially, everything was working fine and configuration file did to the waves what I wanted it to when modifying original file, as in increasing or decreasing amount of monsters per wave and doing things like this. Did I possibly miss something or remove an important part of configuration file without realising it? Here's link to my version of the file:
Pastebin.com

For Serenity and other maps, you might be able to use the snippet of code provided by |-|EAV~Enhance for fixing it.

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