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Re: MH: Monsters should not move before map starts

If I want a friendly Krall or whathever I wouldn't like to have to rewrite all into a non-scriptedpawn class.

Again, monsters don't attack 'dead' players lol.
by Higor
Tue Mar 21, 2017 8:13 pm
 
Forum: Coding, Scripting
Topic: MH: Monsters should not move before map starts
Replies: 32
Views: 305

Re: MH: Monsters should not move before map starts

Lol, just set spectator's and waiting player's health to 0 fam.
Otherwise you lose non-hate behaviours on hostile monsters.
by Higor
Tue Mar 21, 2017 6:49 pm
 
Forum: Coding, Scripting
Topic: MH: Monsters should not move before map starts
Replies: 32
Views: 305

Re: Splitting MonsterHunt packages?

When I added the Reload, StopReload functions back to the replication statement of UIweapons, all OLweapons worked with 503. So package conformation still requires identical replication statements. EDIT: I completely messed up the akimbo automag's firing sequences lol, I made it based on UT99 while ...
by Higor
Tue Mar 21, 2017 1:58 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: Splitting MonsterHunt packages?

I dont remember seeing titans getting up from that code (same as 503), those skaarj statues need to be fixed lol. OLautomag is kind of tough, given that not only I am properly chaining the animations in both server and client state, I am also making the idle animations play as the original automag w...
by Higor
Mon Mar 20, 2017 6:17 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: MH Entire Server Download?

I see the point, the UT99's default content and executables would have to be stripped from it.
And I stopped using VPN's when hamachi turned into shit... long time ago.
by Higor
Tue Mar 14, 2017 6:08 pm
 
Forum: Servers
Topic: MH Entire Server Download?
Replies: 38
Views: 748

Re: Splitting MonsterHunt packages?

https://github.com/CacoFFF/MonsterHunt-Rebuild/commit/2e3d241bc7a09356097feca49cc6acab04428040 Another beta build, UTJ should load with this one. If you tried another proto build in the past make sure you have this in MonsterHunt.ini: [MonsterHunt.MonsterHunt] ClientExtensionClass=MonsterBetaCL_1.MH...
by Higor
Tue Mar 14, 2017 6:17 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: MH Entire Server Download?

You know... you could setup a torrent lol.
No need to burden all the upload yourself.
by Higor
Tue Mar 14, 2017 5:26 am
 
Forum: Servers
Topic: MH Entire Server Download?
Replies: 38
Views: 748

Re: Splitting MonsterHunt packages?

6k monsters. LOL Some physics systems have less elements than that and resort to floating point paralellization. Some of the newest RTS games employ such things and you don't usually see that many units. What makes you think you can play with that amount of pawns with their AI being run on a virtual...
by Higor
Mon Mar 13, 2017 8:22 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: Splitting MonsterHunt packages?

Spent the whole saturady on this crap: https://github.com/CacoFFF/MonsterHunt-Rebuild/commit/ce571703d7c39696e2d5ea1bc0df26b05dd8adf4 Stuff it does: - MHE_Base events can tell the MonsterHunt game (or any other moduel) the event that needs to be triggered in order to function. - MHE_SingularEvents s...
by Higor
Sun Mar 12, 2017 4:44 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: Splitting MonsterHunt packages?

Check https://github.com/CacoFFF/MonsterHunt-Rebuild/commit/3c930b0a672013ba369006ce18521a8eaa626347 Highlights: - MHE_Base events can become bot attractors. ** They require a DeferTo path, bAttractBots =True, bCompleted =False - One 'attractor' MHE_Base is checked per pathfinding request (from bot)...
by Higor
Fri Mar 10, 2017 3:52 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: Splitting MonsterHunt packages?

That MonsterTriggerMarker path can be really handy, now if placed in a triggered door (touching the trigger), it can lock the route if said trigger isn't enabled. https://github.com/CacoFFF/MonsterHunt-Rebuild/commit/6c95fd8a347beb3cd98f54801293321acdd1b885 Rewriting OLDPistol was an interesting exp...
by Higor
Thu Mar 09, 2017 12:11 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: FerBotz (new AI, XCGE release 20)

In BotzDefault.ini
Code: Select all
[FerBotz.Botz]
bSuperAim=True


Change bSuperAim to false and botz's will actually turn instead of snapping.
by Higor
Wed Mar 08, 2017 4:02 am
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 20)
Replies: 484
Views: 73104

Re: Splitting MonsterHunt packages?

Found a map where the MonsterEnd actor is right at the start of the map and sits there disabled until you kill a bunch of bosses. The logic of this last commit should fix bot behaviour with this kind of MonsterEnd: https://github.com/CacoFFF/MonsterHunt-Rebuild/commit/9bc53a70a153b4a9d01420ea3309f90...
by Higor
Tue Mar 07, 2017 5:15 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467

Re: FerBotz (new AI, XCGE release 20)

Version 20 update - Changes from this version: ================= BUILD IS NATIVE ONLY: Path builder: - Added Botz_DirectPlatformBelow path, it's a direct link that activates when it becomes walkable. - Added Botz_NavigRemoverSmart, removes clustered/excess PathNodes and InventorSpot within its radi...
by Higor
Mon Mar 06, 2017 11:37 pm
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 20)
Replies: 484
Views: 73104

Re: Splitting MonsterHunt packages?

I'd love to know who's the fellow that provided the blood decal code in GIT. Speaking of which, merged into main branch and gonna move it to the client package now that MH503 clients can receive effects and stuff. So far it only affects monster corpses, maybe I should expand that for hits on living ...
by Higor
Sat Mar 04, 2017 8:24 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 121
Views: 3467
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