Bump: I have to ask a question: When MH-NewAlc1 will have a valid fix ?
I'm asking because if I was looking at map for 3 minutes I could figure somewhere the same picture as I could see in a Coop server like a copy of a borked spot moved to MH.
I will have right now a deliberated amnesia forgetting about Bots but asking about Monsters, MonsterSupport which is supposed to happen here.
And because in other topic was used some "paranoia" term, I'll explain a bit what a real Paranoia is:
Bug #1 Crapped Alarmpoint31 - does anybody know what is here ? Nope ? Let me try some english then:
Something tagged "Player" is supposed to be target of creature coming here - FYI > Trooper
types won't fire that much IN UT'99 at Actors, but < maybe at Pawns ? > related to this tag used and I cannot say if will even attack something tagged, "SkaarjOfficer" being tested and is entirely retarded with his "RazorJack" - And who the heck is using that Tag ? Assuming if Tag "Player" is used by some PlayerPawn by chance - hell knows - paranoia maybe - Alarm has no "pausetime" and then creature has no time to shoot anywhere
but firing at human pawn entered in game as it does by default - Other motivation to capture monster's attention ?. If it would be set to "bStrafeTo" creature would look more aggressive and more motivated to attack player triggering said monster. Firing task through alarmpoint in default MonsterHunt perhaps won't be that operational but in others... when is about Shooting Tag defined in Alarm. These can be tested using AlarmPoints and some WoodenBox-es tagged as targets and see which Monster type will be able destroy them - and doing Accessed Nones, of course...
Bug #2 More Crapped AlarmPoint2 - does anybo... - // - // - // - :
If I will ever have the best english, I will write a tutorial in how to cure paranoia toward these creatures and removing FAKE setup because it loads map with data for no purpose. This one is hilarious as setup and as location, having utterly NO PURPOSE as the nodes placed closer to these alarms. Has 0 (Zero) paths and is not reachable in any way but has "bNoFail" - poor monster. I don't want to see how do this works because I think I know already when I checked these during the work in one of my MH controllers. This is exactly what I saw in a Coop server having NO FIX exactly like another map with Patrols but no paths between patrols.
The rest of questions about unexistent alarms defined have no meaning we cannot speak about None-s. Reference to "RunAway3" - this is maybe in other map from another time because it's not here. Else for setup generally, monster won't run nowhere at end of Alarms and will fight normally with player around - if player won't "RunAway" by chance.
We don't have to forget that an AlarmPoint it's like a PathNode if setup is screwed. A Pawn can track a route through these, they don't need PathNodes around being exactly like an InventorySpot - all are NavigationPoint Actors requiring a minimal distance of at least 50 UU each-other.
More looking around at each point it's probably a waste of time, more constructive would be fixing it. In other order of thinking, for MonsterHunt I think these can be removed and added more monsters.