EvilGrins wrote: ↑Mon Feb 24, 2020 6:34 am
Not listed above, I've got DC-Pawns.u & DC-Pawns2.u though I've never tried mapping with them.
Yes I don't have those in my list of scriptedpawns - there's a reason why I don't use either of them.
DC-Pawns.u may be worth looking at though there are drawbacks to using it - the package contains just one pawn (a zombie) but that pawn has several meshes generated at random so it may appear as Male1, Male2, Female1 etc, etc. The pawn has a health of 600 (though this may vary, usually upwards) and bite damage of 100 ('delivered by bumping the player). The package is from the DeadCity maps (hence the DC prefix) and the code deals with the day/night differences in the pawn's behaviour for that map (or series of maps) - so I don't know if this would have any impact on behaviour when placed in another map without that day/night difference. Spawned through MonsterSpawn, the zombies run around manically and seem to take some damage from bumping into walls, etc - they may also bump into other scriptedpawns (with predictable and potentially undesirable results) - this means that, over time, they may significantly reduce the number of other scriptedpawns in a map. In MonsterSpawn they don't get destroyed at the end of the spawn cycle and so linger into the next 'wave' - I also have the feeling that the number of zombies may increase over time but I'm not sure about that (plus there seems to be a random change in size as some get smaller).
DC-Pawns2 - this is the same as DC-Pawns3, as it contains the same two 'pawns' and the file size is more or less the same so the difference is down to, I think, small changes to the code of the other parts of the package. I take it that DC-Pawns3 is therefore an update and a slight improvement of DC-Pawns2.
NOTE - HHzombie.u also has a zombie (surprise, surprise!) but this throws a critical error that crashes the game (well, actually it throws the error on trying to start a map) - looks like something to do with the RangedAttack - perhaps it only works in Unreal.