Barbie wrote:This is because the Kralls are spawned by CreatureFactory after you have applied the changes to AttitudeToPlayer of existing ScriptedPawns.
Barbie wrote:TPawnAttitudeToPlayer is a child of a custom double linked list.
Sektor2111 wrote:Health 0 for player until game is being started has a deal in Higor's repository at GitHub
You'll find the info in existing UC classes. Remember that the hierarchy is:Aldebaran wrote:Can I put some code into the Monsterhunt.Timer function to solve this with my method? When and how often is this timer function called (I don't find info in the Web).
Just a double linked list, like in Turbo Pascal in good old DOS times If anyone is interested, I can publish it of course.Aldebaran wrote:I will try your version if mine will not work with CreatureFactorys but I don't know how to set up this variable type.
And not only there... Botpack fires GameSpeed multiple times... by calling parent super classes (Initgame) which uses to restart GameSpeed/Timer again + PreBeginPlay (which is pretty much useless). Rewrite game using only PreBeginPlay and you are in for some surprise - actually I really think that PreBeginPlay > SetGameSpeed is useless - without that, Skaarj have another operational features way improved - concluded by me in 2014 after some tests...Barbie wrote:DeathMatchPlus: "SetTimer(Level.TimeDilation, true)" (line 144)
Barbie wrote:Also the idea of extracting that Dear-Monsters-please-keep-feet-still-until-gamestart into a separate Mutator has come into my mind.
That should better be done either at the end of function MonsterHunt.IsRelevant() or in a Mutator's IsRelevant() or Mutator's CheckReplacement(), because this will treat later spawned Pawns, too.Aldebaran wrote:This Monsterskill - value read from ini file - is set in the same section (AttitudeToPlayer=ATTITUDE_Ignore) in the function PostBeginPlay().
Sektor2111 wrote:A group of flies having 30 HP, once killed a fly, the rest went with 45 hp
local Pawn P;
local ScriptedPawn S;
local int MonstersTotal;
MonstersTotal = 0;
for (P=Level.PawnList; P!=None; P=P.NextPawn)
if ( ScriptedPawn(P) != None )
S = ScriptedPawn(P);
if ( S != None )
S.... // something
S.... // other thing
Sektor2111 wrote:If map has load with 1300+ creatures, PawnList is Not Faster than a "Foreach AllActors". Linked lists are working fine in a decent load.
CPUs are fast... ;o)Aldebaran wrote:My cpu load isn't really higher with this function as without it so I wondered if it really is called every second?
Barbie wrote:CPUs are fast
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