Monster Match

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Deepu
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Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:42 am, edited 5 times in total.
Chris
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Re: Monster Match

Post by Chris »

Hello, I haven't tried the old prototype yet but it seems quite interesting, I can help with programming, mapping, modelling etc. :)
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Re: Monster Match

Post by EvilGrins »

I tried the prototype.

Kinda sucked... but interesting concept.

Hopefully it improves further along.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Deepu
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:42 am, edited 2 times in total.
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:43 am, edited 1 time in total.
MrLoathsome
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Re: Monster Match

Post by MrLoathsome »

That is so many accessed nones, that I would much rather code a new gametype from scratch than look at that.
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:43 am, edited 1 time in total.
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sektor2111
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Re: Monster Match

Post by sektor2111 »

Let's step slowly

Code: Select all

simulated function PreBeginPlay ()
{
	local MMSBServerActor MMSBSA;

	MMSBSA = Spawn(Class'MMSBServerActor');
	Super.PreBeginPlay();
}
Simulated ? Why ? I'm not sure if you need a MMSBServerActor in client, or it does ?
Next

Code: Select all

		if(BaseQueenGold(f)!=none)
		{
			f.destroy();
			MMBQ=spawn(class'MMGame.MM_BaseQueen',,,f.location, f.rotation);
			MMBQ.Orders=BaseQueenGold(f).Orders;
			MMBQ.Orders=BaseQueenGold(f).OrderTag;
		}
I think after spawn (which is an attempt after all) you have to check if stuff has spawned or not before to set whatever things - and goes as follows:

Code: Select all

		if(BaseQueenGold(f)!=none)
		{
			f.destroy(); //Destroy then call it later ?
			MMBQ=spawn(class'MMGame.MM_BaseQueen',,,f.location, f.rotation);
			if (MMBQ != None)
			{
				MMBQ.Orders=BaseQueenGold(f).Orders;
				MMBQ.Orders=BaseQueenGold(f).OrderTag;
			}
		}

I would sanitize all these lines for safety and also that "f" I would remove any collision, spawn other thing, if thing spawned, destroy "f" LATER. Okay is just a pass through as long as I see it removed, probably did not work as supposed.
Here I'm confused:

Code: Select all

function bool FindPathToFortFor(Bot aBot, Actor Dest)
..
..
		if ( aBot.bVerbose )
		return false;
Bot doesn't find path if verbose mode is active ? - WTF?
In the same function:

Code: Select all

F = MM_BaseQueenred(Dest);
Perhaps

Code: Select all

if (MM_BaseQueenred(Dest) != None)
	F = MM_BaseQueenred(Dest);
The rest of pawns randomly checked by me looks like they are common ScriptedPawn suclasses which... doesn't have PlayerReplicationInfo as it is called later multiple times including in that actor notification... So NONE NONE NONE.
Function Killed is huge and Not sanitized. With a simple check for killer and killer.PlayerReplicationInfo you can get rid of couple of troubles + slow down checks later because are doubled each time.
Continuing with a question. This one gets ever called in controller ?

Code: Select all

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	if ( Other.IsA('translocator') )    // no translocator in Monster Match//
		return false;

}
It's advisable a clean rewrite of entire controller + a BaseMutator with a couple of tweaks and whatever needs occured.

I'm guessing in MH2 I have better monster projectiles which I was rewritting last time to avoid as much as possible effect/decal attempts in server calling audio/video stuff the mostly in client.
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:44 am, edited 2 times in total.
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Re: Monster Match

Post by sektor2111 »

Keep in mind that I'm not ready so would be better to keep it for yourself taking everything needed for Monsters.

Also if you will describe me how is supposed to be this MM game-type I might do some tweaking and or simplifications. Look for PM, I'm packing last compilation, but working on it will continue...
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Re: Monster Match

Post by MrLoathsome »

sektor2111 wrote: It's advisable a clean rewrite of entire controller + a BaseMutator with a couple of tweaks and whatever needs occured.
That is exactly what I attempted to do with this thing: http://www.ecoop.tk/load/utspfix/1-1-0-42
Its not perfect, but does fix a lot of things. Full source is included. Use it as a reference, or as a base for whatever
you are trying to accomplish.

This might also be of interest: http://www.ecoop.tk/load/megadomination ... m/1-1-0-54

They still need a bit of tweaking, but work well enough that I have been running/testing them on 2 of my servers that
have lots of monsters added to them for several years now. Log files are much nicer than they were before. :tu:
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Deepu
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:45 am, edited 1 time in total.
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sektor2111
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Re: Monster Match

Post by sektor2111 »

I see that spoiler containing bad things. Then shortly:
- I have projectiles with that BlowUp fixed;
- I have Some replacement for creatures things;
- I have shadow decal for monsters - (with add-ons);
- I have a faster scoring system for monsters;
- I have battle response from monster at threats - might get over SetEnemy attacking bad pawns;
- Bot features toward monsters;
- I have gamespeed different set and it won't mock Skaarjs + Replacements with safety without spaming a bunch of Rateself errors or such;
- ect.
If MM is a game with monsters pehaps you'll notice your needs + Skaarj deals.
If you tell me how is supposed to run this game (in CTF we have Flags, AS we have Forts, DOM we have ControlPoints, ect) I might develop Bot support and/or even Monster Support. But I need to know HOW need to act game controller, which one is against who ? Monsters friends ? Monsters enemies ? Details, and perhaps we can reach some goals. If I could made monsters to play DM as Bot does, probably I can do some battle noise in MM too. I cannot say that will be perfect but that spam-log and controller as it is looks wacky, no ofence but that function killed is useless insane loaded. You should look at the rest of things UTSPfix, MH2, even some Coop, and the rest and compare them. Even someone would pay me I won't load that controller in this stage in a public server. Because looks like not only accesed nones are a problem but this proves a bad controller as well which needs more work.
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Re: Monster Match

Post by Higor »

Wildcard's Monster Madness are the best mods for this kind of gameplay.
You either play it on Gauntlet Warriors with all kinds of OP weapons or in Siege... Siege version does need a private mod to spawn the monsters though.
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Re: Monster Match

Post by Deepu »

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Last edited by Deepu on Fri Dec 22, 2017 2:45 am, edited 2 times in total.
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