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Re: MH: Removing a playerstart from map before it starts

1. Usually a PlayerStart is bStatic = True. Then you can not delete it without hacking. 2. If you delete it and a monster grabs the madness to look for you through the map, the server will crash from DevPath. It's not a good idea to delete a navigationpoint. If you insist to remove a navigationpoint...
by sektor2111
Tue Jan 22, 2019 11:05 pm
 
Forum: Coding, Scripting
Topic: MH: Removing a playerstart from map before it starts
Replies: 5
Views: 62

Re: DM-SteelPro]I[

@Oijtroc Let's leave Bots aside and go to a little analysis. The map has a bunch of duplicated actors - it looks even corrupt - I've tried several times to make the navigation network and the Editor went stuck in final point. I cleaned it and ... surprise, from 15.4 MB I brought it to 1.46 MB - read...
by sektor2111
Mon Jan 21, 2019 10:44 pm
 
Forum: Mapping
Topic: DM-SteelPro]I[
Replies: 8
Views: 184

Re: DM-SteelPro]I[

Initially I did botpathing, but bots are too dumb to use kickerjumps. They use to stuck in it in continious jumping by vertical. Also bots can't see player and other bots while being in this continious jumping. Thus I decided to completely remove bot support. There is that "swJumpad", els...
by sektor2111
Mon Jan 21, 2019 8:23 pm
 
Forum: Mapping
Topic: DM-SteelPro]I[
Replies: 8
Views: 184

Re: DM-SteelPro]I[

There is no bot support, but this map is running on servers, so u can play it with Humans Here I admit that the statement seems a little false to the type of DeathMatchPlus I use. There I have the ability to hunt an enemy using the map navigation network as the bots do - Why only bots do that ? How...
by sektor2111
Mon Jan 21, 2019 5:06 pm
 
Forum: Mapping
Topic: DM-SteelPro]I[
Replies: 8
Views: 184

Re: Various XC Works Discussions

After working on some modules for NavAdder I could see what happens when these default properties are different from server to client. The server says "default property" for Actor A. The client may have other default properties for Actor A, if we have a rebel code executed in the client ch...
by sektor2111
Mon Jan 21, 2019 4:44 pm
 
Forum: Discussions
Topic: Various XC Works Discussions
Replies: 20
Views: 891

Re: Various XC Works Discussions

I will have to figure out how I can turn a two-way path into a one-way one. This could help in some maps of MonsterHunt where Bots walk without purpose in the areas already visited without being a little more determined to move forward. It will not be necessary to completely disconnect the navigatio...
by sektor2111
Mon Jan 21, 2019 6:33 am
 
Forum: Discussions
Topic: Various XC Works Discussions
Replies: 20
Views: 891

Re: Last Post Standing, the sequel

Some sources claim Sektor is actually a Soviet who drinks vodka and is trying to steal information about Unreal Engine 1 to create a Soviet game engine for their communist propaganda! Those sources combined vodka with some mushrooms... Effects went visible :lol2: :lol2: On-topic now continuing usel...
by sektor2111
Sat Jan 19, 2019 7:16 pm
 
Forum: Misc | Off-Topic
Topic: Last Post Standing, the sequel
Replies: 1085
Views: 131095

Re: skaarjplayerbots on CTF

The OP wants Skaarj in the map so that they will attack both teams and, of course, not be a third team. NsMonster doesn't won't do any third team screwing CTFGame, the variable "Team" it's like Aggressiveness, HearingThreshold, PeripheralVision, something internal and taken in account for...
by sektor2111
Sat Jan 19, 2019 9:06 am
 
Forum: Mapping
Topic: skaarjplayerbots on CTF
Replies: 9
Views: 157

Re: skaarjplayerbots on CTF

Mmm, hold on a second. Bots - any - including SkaarjPlayerBot class are not for mapping - forget this. I would use User.ini and declaring 2 of them there as default Bots - replace Malakai or whatever. In the past I recall they were doing something bad to a server but I could not figure what was happ...
by sektor2111
Sat Jan 19, 2019 12:26 am
 
Forum: Mapping
Topic: skaarjplayerbots on CTF
Replies: 9
Views: 157

Re: An idea for forcing PathNode connections.

There is a little story toward this map (another one was shared in that time too). It was announced as usual in a forum where by default everyone said "woow". In a few minutes I could show a nasty BSP bug and again... a door used as Lift with no A.I. deal. A few hours later I fixed BSP and...
by sektor2111
Fri Jan 18, 2019 6:40 am
 
Forum: Mapping
Topic: An idea for forcing PathNode connections.
Replies: 4
Views: 151

Re: Fix for maps with deleted brushes

All right, let's keep having a bit of fun around. Reading again first post and doing the reversal, setting up bDeleteMe True using this way (like you can do with editing ammo inside map) : ConsoleCommand <set brush bDeleteMe True> or <set Brush bDeleteMe 1> - in a normal map. Do you now wanna know m...
by sektor2111
Wed Jan 16, 2019 8:01 pm
 
Forum: General Discussions
Topic: Fix for maps with deleted brushes
Replies: 34
Views: 578

Re: An idea for forcing PathNode connections.

Apology for a half Off-Topic, but speaking about whatever connections (not moved nodes here) this is what I could do in August 2015, some of links were not connected as I wanted but I still could figure operational routes to "RememberSpot" using "ShowPath" - I did not have "...
by sektor2111
Wed Jan 16, 2019 7:23 am
 
Forum: Mapping
Topic: An idea for forcing PathNode connections.
Replies: 4
Views: 151

Re: Fix for maps with deleted brushes

As Sector said the file size of a map is smaller (about 25% at one example here) if you delete the brushes and store the map so there is significant missing something. Good to see that I do not talk dumb things 90% as nice social people are claiming. Perhaps someone can speak about a constructive s...
by sektor2111
Wed Jan 16, 2019 12:40 am
 
Forum: General Discussions
Topic: Fix for maps with deleted brushes
Replies: 34
Views: 578

Re: XC_Engine megathread

Good luck to you too - if you can deal with those INI-s. You can save another time of yours by not sending me any PM, okay ? I don't need to read your fascinating replies after all.
by sektor2111
Tue Jan 15, 2019 10:41 pm
 
Forum: Discussions
Topic: XC-Engine / elevator issues
Replies: 36
Views: 119

Re: Fix for maps with deleted brushes

Yay, challenge accepted... but I cannot be sure if exist any brush in Editor with bDeleteMe because I can iterate and recover them or consolecommand-ing them, but I did not get any response. GarbageCollector did its job somehow ? Edit : Yeah, a sample: MH-Egyptica - opening map in NotePad++ exported...
by sektor2111
Tue Jan 15, 2019 9:12 pm
 
Forum: General Discussions
Topic: Fix for maps with deleted brushes
Replies: 34
Views: 578
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