If you play Co-op in UT as an Unreal player, Unreal AI does not react to their presence if there is a door or lift in the way, but playing as an UT player, they start shooting at you, even if there's a mover in between.
Is there a way to solve this? In Oldunreal someone suggested that maybe XC-Engine could do something about it. Any ideas on that?
Unreal AI sees UT player through movers
- sektor2111
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Re: Unreal AI sees UT player through movers
Depending on game-type and server, this can be solved somehow - for me was better BEFORE XC ages and it's good even POST XC release. This is ON-Line stuff but it's not a critical problem after all.
Let's talk about it for a little tiny bit:
#1 MonsterHunt/Coop whatever - rewritten controllers can except Triggering Bots and monsters each-other when a Mover (or something else is blocking a trace placed between them);
#2 Bot attitude in team-games can be handled taking previous factor #1 in account;
#3 Important Key - Monster's "SeePlayer" - can be rewritten excepting pawn according to factor #1 and placed in a conformed UnrealShare package might sit in a server for... modern times and also helpful for On-Line Coop games out of Bot presence.
It's all about packages - conformed to UT436... for sure rewritten packages must be carefully changed and not recommended for mapping/coding mods.
Let's talk about it for a little tiny bit:
#1 MonsterHunt/Coop whatever - rewritten controllers can except Triggering Bots and monsters each-other when a Mover (or something else is blocking a trace placed between them);
#2 Bot attitude in team-games can be handled taking previous factor #1 in account;
#3 Important Key - Monster's "SeePlayer" - can be rewritten excepting pawn according to factor #1 and placed in a conformed UnrealShare package might sit in a server for... modern times and also helpful for On-Line Coop games out of Bot presence.
It's all about packages - conformed to UT436... for sure rewritten packages must be carefully changed and not recommended for mapping/coding mods.