Barbie wrote:Yep, sub classing the projectiles and assigning them to ScriptedPawn.RangedProjectile as the Pawn spawns seems to be the best solution. (How many hundreds hours may it take to get a smooth running MH server? And not even considering Bot support
Umm that's depend on free time and speed. For me out of time and a slow speed took around 4 years ? Involving:
- Teaming monsters;
- Setting up things properly (clamp crap from mapping);
- Ending game Only Once;
- Weapon - Holders - a permanent stupid push is required thanks to EPIC;
- Weaponry - meshes are not done properly and speed of execution is affected by heavy push-timers;
- However a better timer comes if you have GameSpeed (TimeDilation) set ONCE ONLY - and made sure about changes to reach at each player new comer since some values are blabbering with new comers;
- Keeping music events changed even for new comers;
- Preventing bad mover setup - requires a mountain of checks;
- Replacing counters;
- Hack to SpawnPoints (optional + Factory);
- Operating hacks toward factories - against spaming, bad touchers, infinite spawning which are not for UnrealEngine;
- Pickups for a better people (prevent multiple loads for the same items);
- Projectiles - pretty nasty chapter. Optional addons - decals blocking visual and audio effects in clients as much as possible;
- Karmic spirit prevention - hating null pawns - this is doable in the best way by replacing creatures (I'm stay at stock, all the rest have 0 fix here - read again 0 fix in many cases are just a stupid mesh-show with colors and no FIX);
- Clamp items dropped;
- A.I. controller is also time consumer but it's mainly fixable;
Optional stuff:
- changing some combat based on some random factor;
- changing some visuals in player when stuff looks as crap;
- ect.