sektor2111 wrote: In order to continue fixing, please post other Chaos errors recorded in MH.
The following are not necessarily just errors but flaws (have included issues raised before) - refers to playing with ChaosUT set to replace UT stuff - numbers relate to the weapons slot
2 - Sword (replaces BioRifle) - does not always get bloody (or very bloody) when slicing up ScriptedPawns. The alt-fire projectile blocking doesn't work against projectiles from ScriptedPawns (as far as I can tell). As a melee weapon, not that useful to be honest - not as useful as the weapon it replaces anyway.
2 - Enforcer - unless there are EClips in the MH map, there will be no ammo to replace that expended.
3 - No weapon - not really an issue?
4 - Crossbow - main issue is ammo falling out the world. Poison does not affect ScriptedPawns. Three arrow types - the ammo cycles - the player has to wait for the most useful explosive arrows to spawn (out of the world!!). TBH only the explosive arrow type is really useful in MH.
5 - UtilityGun - freezer projectiles do not freeze ScriptedPawns (assume fireball ammo does not burn them but have not tried this) - both projectiles do hit damage though. Not as effective as the weapon it replaces as the UG is relatively short range and its projectiles are fired in a parabola.
7 - CAS12 - issue free for MH!!
8 - Proxymines/ProxyBox - Proxies do not hunt ScriptedPawns as they do Players/Bots. Not that useful in MH in any case, given other weapons.
8 - Claw - usually partly buried in the floor. Fires Proxies as first projectile, not useful for MH as the weapon holder needs to cycle to the next projectile, the flakshell. Cycles with the proxybox - means the player has to wait for the useless proxies to cycle to the claw. In some MH maps, have observed that it doesn't cycle properly - Claw just remains there.
0 - Sniper2/RPB - no issues for MH!! Only issue is having four weapons in slot 0, one of which is of very limited use.
0 - Turret Launcher - often partly or wholly buried in the floor. Need flat and relatively open maps to be 'beamed in'. Turrets will not target ScriptedPawns. Not that useful in MH anyway as the maps tend to be linear - the player moves through them, the turrets are static and the action has often soon passed them by. Can be used in certain situations though. Cycles with the VortexArm - again the player has to wait for the weapons to cycle.
0 - VortexArm - sometimes the player can not switch from the VortexArm to another weapon without dropping the VA.
[Slots 6 and 9 are 'default' UT weapons - no problems with these - may actually be Chaos versions?]
A more general issue - ChaosUT's swapping will only work properly with MH v503 and earlier versions(?).
EvilGrins wrote:Problem is CHOAS disables weapon stay. Even if I exit out and reset it, the moment Chaos pops up (even when only using Chaos' mutator) it automatically disables it
That's odd - I haven't found that at all. Weapon stay works fine in MH for me. Have just been playing MH-CMC-PartyCrashers with weapons set to stay.