A few years ago, I remember getting some human pawns (enemies with a Skaarj Trooper behaviour just without the lunge and claw attacks) which you can set human meshes (such as soldier or commando) to put in on your monster hunt maps.
I recently watched a video of these "pawns", and I thought if someone has posted them here or... if it's possible to make them. I tried setting a Skaarj Trooper's mesh to human ones just for shit and giggles and it didn't work. (sometimes the character freezes and sometimes it strafes and shoots)
Here is the video by the way:
Hope I did get myself understood.
Any help would be greatly appreciated.
I know what I'm saying here because I had MH servers running. But... If you want to find such pawns open those maps and simply check those things directly.
For the record, in my demo or permanent maps which I'm using, I never added such trash stuff, take this as you want but I tested these and... I have reasons to not mess up with them, it's stuff triggering deceptions but... this is what I saw in more machines.
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Let me see... Engine will deal different with Pawns Non Players having a lower net priority when Bot is definitely updated different. As result I think it's simply wrong to do a code copy-paste without touching animation rate, or he forgot water-zone looping a null animation or having a bad timing, because map is getting stuck in primary area around that water hole nearby tunnel - not all time but... happens and it's annoying...
Note: When I did those two pawns from SHuman package if I well recall I had to write something for water-zones and I have adjusted whatever timer from "TacticalMove" state, because morons were still firing weapon after killing victim and sometimes they were damaging themselves and even dying and here I could see that ScriptedPawn is poorly coded in such situation, these pawns moving different were showing bugs more clear - see Fly:TacticalMove:Timer - another evidence. I spent a lot of time with them and I still cannot be 100% sure about all their instances. All tests have been executed in whatever MH-Frigate re-edited map... That timer is damaging because while timer is running victim can be killed by other Pawn, and final execution from timer is triggering later a nothing because there is no code telling to pawn what to do if victim is gone at end of timer period.