Re: Some MH Requests ?
Posted: Fri Jul 07, 2017 1:04 pm
Reminds me of my old days at school...EvilGrins wrote:I kept getting slaughtered by books...
Reminds me of my old days at school...EvilGrins wrote:I kept getting slaughtered by books...
It's trees and bushes, friggen whacky things LoL they attack when you get close since they don't move until you get close.nogardilaref wrote:Reminds me of my old days at school...EvilGrins wrote:I kept getting slaughtered by books...
There's a few of them, one of which is books... excepting in more advanced versions the various things don't wait until you're close. They come looking for you.Red_Fist wrote:It's trees and bushes, friggen whacky things LoL they attack when you get close since they don't move until you get close.
What MH version are you playing ? If is that forcing bIsPlayer False with any matter then probably Map main actor will need a bit rewritten. If the rest of troopers have weapons is a bit confusing - because are the same class, probably Boss is too big and you cannot figure weapon well because is... small compared with it and during combat there are threatening factors to take in account rather than environment...OjitroC wrote:1 As far as I could tell, the Bosses did not appear to be holding weapons
MAP is addressing MonsterHunt game type by Shrimp (annoying controller and crapped at extremes but I RESPECT THAT MAN) and similar MH types not for a mix of weapons with unexpected consequences. Feel free to adjust map for being compatible with a ton of mods and more or less messed up stuff if it needs this, for me MH = stock game-play.OjitroC wrote:again the importance of this will depend on a player's preferred mix of weapons to carry but the further one progresses the more important it becomes to have as many different weapons as possible
Map has around 40 MB, In last hour I decided to add some screenshot having multiple frames... ummm is 1024×1024 some imported BMP files tested using D3D (for default render) in order to not make a mess with player. The rest of stuff is visible (textures, meshes, animals/monsters, new troopers, diamonds, new factories with new spawnpoints, zonenodes, map actor trooper tracker, a mobile flag, new zone types, etc...) I did not want to share 1 GB of resource files used so I think this is a minimal load... So only Screenshot having 3 MB at import × 14 images = X MB embedded... by using 128×128 I think it would not be that... well visible...Red_Fist wrote:I wish it was longer, and can't figure out how the hell you squeezed 68 meg in this thing.
That's a MH default occurrence, that's why Player is Factor X, not a single time even in some BoomBoomBridge known map a Bot was camping nearby last Warlord like they were friends totally ignoring each-other (I was really annoyed and a few minutes later I decided to start coding things myself) because... Bot calls combat in Roaming when is on a NavPoint and if that crap native "CanSee()" returns true (because it might go False as well) and I assure you the closer they are the blinded might become thanks to "fascinating" UEngine1... In XCMH this is almost not existent because SeePlayer trigger monster against Bot like for human player... custom ZoneNode stops Bot if has an enemy, if doesn't have enemy (because of MH failure type "factor") then... keep going. My fault: I should do an intelligent RangeNode combined with a BotRunner for making Bot to crawl around on purpose to "re-trigger" monster using default MH crapped way... but because I was playing well I did not think at default possible issues - so player is in charge at this point.Red_Fist wrote:The one rom with the rock shooter, the bots are trying to exit before the last blue pawn dies and he goes into that side hall, the slanted wall, so they never fight , they are trying to exit, and the pawn is hanging out in the hall. I think those rocks kill the other enemy pawns too.
You're right of course - I see I was originally playing MH503 but have now switched to MH504 and all the Bosses are holding weapons though, as you say, it can be hard to see them.sektor2111 wrote: What MH version are you playing ? ...
I've destroyed Akimbo in 504 because... I never loved these, even enforcer originally done by Epic is not that right as supposed. When people are doing crap which is far from a finished stage I will not continue their messed up idea wasting weeks for one thing. Automag do seems to still do funky things - one of map goals was testing stuff for newer MH versions - extended troopers holding weapons in order to figure if these might still have issues - and they have... At least in 503 I don't expect too much Voodoo Magic but... by not using "mutators" I could see all troopers armed with no single flaw at this point - only console does crap - as shown in read-me file because of super duper oldskool codes imported in MH503 and not fixed at all...OjitroC wrote:Automag Akimbo
Again you're right of course - I haven't thought of your method of dealing with the ASMDOfficers, though I did use the Biorifle to lob gel over the boxes in some of the other zones. I think the more familiar one becomes with the map, then one can concentrate on collecting the right weapons for dealing with each zone.sektor2111 wrote:... There is nothing special, just dying and killing and fighting as in that UT game... If game is too easy I think map can be finished by a player before to be downloaded by other 2 ones attempting to join, LOL - and then really makes no sense - Did you think at this ?
I was interested on doing some dragon, but maybe not, I should look at something else for inspiration. At least now I can import models into UnrealEvilGrins wrote:Same request as always...
NEW MONSTERS!!!!