I just Googled it.
And that is so far over my head I can't even see it.
I am just a carpenter, I shouldn't even know how to build a map.
I'll take your word for it that it can be done and you know how to do that and it sure came in handy and was helpful tonight.
I know how to cut a board in half. That's about it.
Thanks for the explanation though. I'll watch some youtube videos.
Maybe I can get a little smarter on it.
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UPDATE::
I will make a special map for MH servers where the Nali is expendable. The challenge is to protect the Nali in this version. Other version will be straight up monster hunt team play. Escape the fortress. So yes, that is in the works.Buggie wrote: ↑Wed Jul 15, 2020 2:25 pm Nali Priest must be indestructible or this map can not be used in most MH servers.
Or make second way for pass map without Priest.
Door 3, opened by Priest move two statues placed near.
Tentacle18 placed in void and can not be killed.
All other things except Nali I kill with BShock. So this map can be passed. Not sure about weapons and monster count and strength. Also not sure by time limit for Priest.
What do box with sticks? Call Priest to actions?
Buttons messages and all Mission Recap must be embed in map as CriticalEvent messages.
The statues, yup. lol I moved them out from the wall. Good catch.
Tentacle 18 back in map ready for action.
Weapons you get everything but redeamer. In the order you can get...
Pistol, flak, minigun, 8-ball, ripper, pulse, sniper, bio, shock. Not sure that was what you meant about weapons.
I've killed 850 monsters before and I don't think that was all of them. Not sure exact count. Monster strength I have adjusted I am sure on some monsters. Not sure what you are asking here.
The time limit is frustrating. It took me so many runs to get the timing down. The Priest doesn't care what you do. He moves through his patrol points and pauses at them. I've tweaked the timing so as to not make you wait too long but to give you time to go back and reup on health,ammo,armor. I wish there was a way I could get him to wait until triggered, but he has a tag and I have triggered it to get him to start. Not sure
how to do it but just hope the timing is doable but not too long to make you wait for him to move. I think he may be too fast the first few runs until you get the "feel" of the layout and what's coming. It's not a perfect system but I have gotten him through the end many times. It isn't easy even for me. It's supposed to be difficult.
I don't want to make it too hard either. I may need to adjust the timing some more.
Box with sticks are for the multi player version so player can open door. I'll remove them in this version so they are not confusing. I was using them to test in case the Nali got killed I could still check out the other areas behind the doors.
Not sure how to do a 'critical message' but I'll dig around.
Plan is to have objective screenshots like an assault map. I think it is a F3 while you are playing? Can't remember how to do those. I'll look at my assault map I know has them and see if I can figure out how to make that too.
This was a inside of a spaceship map. Not very good.
I'll upload it if you want to see it. Let me know. It might be on Shrimps archive.
1000 apologies. I am getting it together for Beta3 very soon. With ALL the packages this time!!!! Thank you for your time. Again, I apologize.
I'll draw arrows on the floor so you'll know where to go.EvilGrins wrote: ↑Wed Jul 15, 2020 5:13 pm Okay, so first bust outta jail...
...then fight thru various threats...
...and then no clue what to do next.
This was annoying:
Turns out there's a SkaarjSniper around there somewhere, who has the actual UT sniper rifle, so it made up for that a bit, but U1 weapons shouldn't be in ut99... exception of the Dispersion Pistol.
I thought was doing pretty well, until my backup killed the Priest...
...but even before that I had no idea where to go next.
Other things:
· Typically the shock rifle works better against flies than the flak cannon.
· There's other MH maps where they use a Mercenary to guide players along, and I don't believe that Merc is killable. Something to look into.
I will make objective screenshots, That should help the what to do next issue.
The rest is an adventure. Explore, shoot, explore.
I have replaced the unreal weapons with ut sniper rifles and now the snipers are deadly in the dock area. Way tougher now to get through.
I agree the shock rifle would take out all the flies in one shot. And no way I'm giving you the shock rifle first. You have to earn that. lol That gun is just too powerful.
I am increasing the fly spawn time due to popular demand so the flies won't be so bad right off the bat.
A mercenary. Hmmm. And the bots don't shoot at the mercenary?
Hey if you got the Nali to the docks with a bot, that is amazing. I can't do that.
You must have nicer bots than me because as soon as the nali's cell door opens the Nali is toast with my bots. How did you keep the bot from shooting the Nali all the way to the docks? Just amazing!
So yeah, you WERE doing pretty well.
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A monster hunt pathing tutorial would be good. I just plopped Monsterwaypoints around.sektor2111 wrote: ↑Wed Jul 15, 2020 6:09 pm
As for mapping:
You can remove all MonsterWayPoints repeating Position 1 for no purpose (Any MH Bot Pathing tutorial ? ) - will help in making map smaller. MonsterWayPoint has as Position 1 a single time then Position 2 then whatever, even Position 100. Then how goes with Jumps ? Bot won't jump that much in MH because is not having a good ImpactHammer - some mutators are accelerating damage and then... Bot dies. How about some swJumpPad design ? It causes less reachSpecs and guaranteed jumping.
Then...I think you can forget DevPath (I'm hoping to wrong) here... find a "Pathing Monster".Code: Select all
MaxNumFound: I found 7083 reachspecs, from 0 to 7082. WarnDist: 59 reachSpecs have nodes claimed too close.
Worth so many items since respawntime can be adjusted ? Those from upper spots are only generating paths for no purpose, you can complete more ammo AFTER pathing... and so on.
Does the "Flag0" actor follows the boat ? By looking at setup I'm not sure about that.
Edit: Ahah, now I see the mover, it was a mix of AttachTag like attaching to itself, lol.
More PathNodes are in water... I think some Bots will get drowned.
And these combos...
Why not having a normal distance ? Under 400 UU.
All right I need some rest today...
I don't know how they work.
The bots are jumping okay for me. Are you talking about the jump to upper hallway?
If they aren't working good I will consider putting in jump pads.
59 too close. Okay i'll see what i can do about those.
You don't like my flak ammo shelves? My wife told me to put some shelves in that room. Then she immediately filled them up with flak ammo. lol
I will be removing a lot of the over ammo/guns in this single player map. There really doesn't need to be any pathing in a single player map (theoretically) but the multi player one will need good pathing, Better than what is in this one so i will make adjustments.
Yes flag and upside down candle stick are attached to the boat.
Path nodes in water need to be raised. I had a couple bots drown during my bot tests.
I'll look at those lift exits and center paths. Thanks for the screenshot. Didn't
know about the 400uu rule.
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Dude you are too funny. Kudos.
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Answered this already but going in order so answering again....
I need to change the death message to something more correct.
Boat movers are set to return when encroached.
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I didn't even know there was a SP prefix. Makes sense.OjitroC wrote: ↑Wed Jul 15, 2020 8:07 pm (though I'm still not convinced about that number of flies at the start ).
If you want this version to be played as a SP map then, to make this clear, I would suggest removing all but one PlayerStart and the botpathing, and use the SP prefix rather than MH.
For the multi-player MH version you'll need more onscreen messages indicating what people should do/where they should go, bearing in mind that it will be played by people who don't have access to the readme (but you'll be aware of that).
More messages. Yes. Good idea.
Fly problem addressed.
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I'll look into that boat going through the closed opening. Boat should return when encroached.Buggie wrote: ↑Wed Jul 15, 2020 9:03 pm I do not press last button. So boat simple goes via closed mover. I do not want try my luck, so I stay on edge and wall push me in the water. No collision occurs, so nothing stop boat from hide behind closed mover.
Priest want jump in middle boat and slowly travel across towers.
Yes the Priest takes the slow boat. lololol I have sped his boat up some. It took me forever to get him to the boat the first time. When I finally did , it was an "O Happy Day" moment. Lots of testing. Still tweaking Nalis boat speed timing.
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If the Nali is chickening he has been frightened. I have actually stood in front of him and got him to back up all the way to the door triggers one time. It was a hassle though. If the Nali is running he has been shot or really frightened.sektor2111 wrote: ↑Wed Jul 15, 2020 10:07 pm Next:
NaliPriest - the mostly is chickening around and saying a pray on knees and... it doesn't do any patrolling, but I see it running away following paths. On-line with those movers in plain UT I'm not sure if it would work as should. However, you don't need that Nali in a raw MonsterHunt version because you can GRAB door or else map goes broken as long as Nali it's not like it's your best friend - like I said, when game starts MonsterHunt will set AttitudeToPlayer = ATTITUDE_Hate and others even ATTITUDE_Frenzy = Insanity. I think Nali should have an ALARM instead of PATROL. Monster in alarm have fear of player and might follow Alarms even using a HomeBase.
Anyway I wanna know how goes compressing such map for ON-Line, then we can discuss about the rest of needs...
The single player map is not really for online play.
Bots can open the Nali only doors. I've seen them do it.
And yes, the Nali is a total pain in the you know what. That is kinda the challenge
to see if you can get him out while he gets you out.
I'm not sure how alarm works. I don't think that would be good. I don't want the nali to be afraid. He won't act right when he is scared. Worth looking into though.