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Re: Splitting MonsterHunt packages?

The change list isn't big but should improve bot attraction logic a lot and fix a few bad bugs where normal doors get 'unpathed' until the player opens them again :loool: Boss monsters can be subject to attraction queries as well. There's a weird crash bug on clients when they're switching levels, r...
by Higor
Sun Apr 16, 2017 11:10 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 134
Views: 4029

Re: actor = None just for a fraction of a second.

Don't define variables with existing 'field' names (variables, functions, states).
by Higor
Thu Apr 13, 2017 4:32 pm
 
Forum: Coding, Scripting
Topic: actor = None just for a fraction of a second.
Replies: 4
Views: 67

Re: XC_Engine [20] - XC_Core [7] - XC_IpDrv

============================= === 20 update: Fixed crash bug in maps with player start actors outside of the world. Summon command can try the GameType's package. BruteProjectile log spam gone. Fixed mover to non-solid actor encroachment. Moving Brush tracker on dedicated servers fully operational,...
by Higor
Sat Apr 08, 2017 7:10 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7] - XC_IpDrv
Replies: 905
Views: 69648

Re: Native Coding FAQ

Some info: In one of your main headers, most likely the one that autogenerates the unreal classes that have a script counterpart you'll find macros like these: AUTOGENERATE_NAME(Spawned) AUTOGENERATE_NAME(Destroyed) AUTOGENERATE_NAME(GainedChild) AUTOGENERATE_NAME(LostChild) ... etc This AUTOGENERAT...
by Higor
Wed Apr 05, 2017 10:57 pm
 
Forum: Coding, Scripting
Topic: Native Coding FAQ
Replies: 21
Views: 8945

Re: Splitting MonsterHunt packages?

That would be a leftover lzma file from 2014 in the redirect, now that I got rid of it things should be ok. The server is too prone to crash right now (and it doesn't get back up), gonna have to debug that using SCF (avoid MJD_FIX and LostInTime). Now the good news is: the brush tracker finally work...
by Higor
Wed Apr 05, 2017 1:40 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 134
Views: 4029

Re: ATTENTION - Security Breach here.

I assume it's only the password hashes that were compromized right?
by Higor
Mon Apr 03, 2017 11:45 pm
 
Forum: Announcements
Topic: ATTENTION - Security Breach here.
Replies: 14
Views: 450

Re: Splitting MonsterHunt packages?

Testing a beta in unreal://193.111.136.210:7788 Running a mutator that can customize maps very easily, as well as recovering health/ammo based on damage done by player. So far only 11 maps and all work with bots, Aegor bot will be your main companion. Monster skill is set to 18 (above 503 range lol)...
by Higor
Mon Apr 03, 2017 11:03 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 134
Views: 4029

Re: Giant texture package - MyLevel - Less load Way

That's honestly bad advice. UE uses import/export and 'lazy loading' methods that allow loading specific content on demand. You're better off building a huge UTX file if there's a lot of sources with possible name mismatches and all. Screenshots, dynamic textures and small modifications are the only...
by Higor
Thu Mar 30, 2017 7:54 pm
 
Forum: Tips, Tricks & Tutorials
Topic: Giant texture package - MyLevel - Less load Way
Replies: 6
Views: 179

Re: XC_Engine [19] - XC_Core [7] - XC_IpDrv

That goes to package finding and loading. UE1's package loading looks at CD and UT folders, with GUID being an optional requirement for net games but it cannot find packages on cache folder, unless manually ordered to do so (client joining). It only works if the package's already loaded due to packa...
by Higor
Thu Mar 30, 2017 7:49 pm
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7] - XC_IpDrv
Replies: 905
Views: 69648

Re: Very strange bug in my map - cant spawn!

Did you insert a 'Commander' actor in the map?
by Higor
Wed Mar 29, 2017 12:13 am
 
Forum: Mapping
Topic: Very strange bug in my map - cant spawn!
Replies: 2
Views: 82

Re: FerBotz (new AI, XCGE release 20)

So I decided to rearrange the processing order of navigation points during network mapping, putting 'already checked' navigation points on highest priority. This means that nodes that have been queried during current mapping will be re-queried ASAP if another node is also connected to it. This basic...
by Higor
Mon Mar 27, 2017 7:41 am
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 20)
Replies: 489
Views: 74118

Re: Splitting MonsterHunt packages?

I took the entire Dungeon map series (d1 to d5), added paths and fixed some movers. So far bots can complete a couple of them without using a single MonsterWaypoint actor, they provide an excellent test scenario I gotta say. The maps themselves are far more broken than anything in MH.u though so I g...
by Higor
Sun Mar 26, 2017 10:39 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 134
Views: 4029

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: 350

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: 350

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: 134
Views: 4029
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