Pac-Man question

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EvilGrins
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Pac-Man question

Post by EvilGrins » Wed Feb 13, 2019 11:24 pm

This would probably work better if I was at home but it's bugging me now and I'm at work.

There's a beautiful Pac-Man themed map for UT. Basic blue walls, warp-zone-teleports on either side, power dots in corners AMP all weapons, etc. Think it's called DM-LS_PacMan, but don't hold me to that. It's a great map for playing Last Man Standing in.

In the center of the map there's a room where nothing can be killed (looks like a cafe run by playerbots) I've played with MonsterSpawn running enough to know that not even monsters can be killed in there.

How is that possible?

...and can it be re-created in other maps?
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Re: Pac-Man question

Post by Barbie » Thu Feb 14, 2019 3:58 am

EvilGrins wrote:In the center of the map there's a room where nothing can be killed [...] How is that possible?
Every zone has the property "bNeutralZone":

Code: Select all

class ZoneInfo extends Info native nativereplication;
[...]
// Zone flags.
[...]
var()		bool   bNeutralZone; // Players can't take damage in this zone.
The GameInfo classes respect this flag with this or similar code:

Code: Select all

function int ReduceDamage( int Damage, name DamageType, pawn injured, pawn instigatedBy ) {
	if( injured.Region.Zone.bNeutralZone )
		return 0;
	return Damage;
}
No damage is applied then.
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Re: Pac-Man question

Post by EvilGrins » Thu Feb 14, 2019 5:05 am

Thanks Barbie.

Part of the reason I was curious is I frequently get asked to do edits of MonsterHunt maps to convert to Deathmatch by someone who will remain nameless...
cough cough
Show
Hook
...and rather than setup new spawn points (not a strength of mine) I toyed with the notion of letting everyone spawn into the same area where there's weapons but they can't hurt each other.

Wholesale slaughter of each other could only begin after they left the cabin:
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Kind of a built in spawning-protection... except there's no time limit. They just gotta get outta there and duck for cover.
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Re: Pac-Man question

Post by papercoffee » Thu Feb 14, 2019 2:59 pm

EvilGrins wrote: ...and rather than setup new spawn points (not a strength of mine) I toyed with the notion of letting everyone spawn into the same area where there's weapons but they can't hurt each other.
THIS is a very BAD idea!!
Especially if you want to edit this map for a certain someone, because he is totally hooked to Redeemer game play. People tend to camp with this weapon and the first who gets out will just do this and wait for the others to step out of the cabin. This is a nobrainer match that way.

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Re: Pac-Man question

Post by JackGriffin » Thu Feb 14, 2019 4:06 pm

paper is right. Way right.

Converting maps from one gametype to another is much harder than it seems at first attempt. MH is bad news because there are so many gametype-specific actors embedded into the maps. Counters that open doors/new areas is just one simple example. Trust me, you'll mess up in ways that you never considered because players are quite good at figuring out exploits.

DM gameplay has been perfected over decades of trial and error. If almost all DM maps have remote spawnpoints then it's for a reason. Changing that dynamic isn't going to work, it's only going to make you realize why evolution has went in this direction.
So long, and thanks for all the fish

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Re: Pac-Man question

Post by EvilGrins » Thu Feb 14, 2019 10:56 pm

JackGriffin wrote:Converting maps from one gametype to another is much harder than it seems at first attempt. MH is bad news because there are so many gametype-specific actors embedded into the maps. Counters that open doors/new areas is just one simple example.
Was kinda hoping it might be simple to delete doors and counters, but you're right.

If nothing else, get some help if attempting that kind of conversion.
papercoffee wrote:This is a nobrainer match that way.
Campers with redeemers can be countered by the safe-zone. If someone steps out and sees a redeemer coming at them, just step back in and they're safe... but yeah, I see what you mean.
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