Crucified Nali
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Crucified Nali
Hello everyone....
I was wondering if you are able to kill a crucified nali with a mover? The Mover is a swinging blade that is activated by a switch (trigger). The blade kills me when I get hit by it but not the nali and I'm not sure what the settings should be. Any help is greatly appreciated ....thanks!
I was wondering if you are able to kill a crucified nali with a mover? The Mover is a swinging blade that is activated by a switch (trigger). The blade kills me when I get hit by it but not the nali and I'm not sure what the settings should be. Any help is greatly appreciated ....thanks!
- PrinceOfFunky
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Re: Crucified Nali
NaliCarcass > Advanced > bMovable = False; (If it is movable it can be pushed away, even if bPushable is set to false)Loose Cannon wrote:Hello everyone....
I was wondering if you are able to kill a crucified nali with a mover? The Mover is a swinging blade that is activated by a switch (trigger). The blade kills me when I get hit by it but not the nali and I'm not sure what the settings should be. Any help is greatly appreciated ....thanks!
Mover > Mover > MoverEncroachType = ME_CrushWhenEncroach.
"Your stuff is known to be buggy and unfinished/not properly tested"
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Re: Crucified Nali
I have those setting for each, but it's still not killing the Nali. I can shoot him, but the swinging mover blade won't kill him.PrinceOfFunky wrote:NaliCarcass > Advanced > bMovable = False; (If it is movable it can be pushed away, even if bPushable is set to false)Loose Cannon wrote:Hello everyone....
I was wondering if you are able to kill a crucified nali with a mover? The Mover is a swinging blade that is activated by a switch (trigger). The blade kills me when I get hit by it but not the nali and I'm not sure what the settings should be. Any help is greatly appreciated ....thanks!
Mover > Mover > MoverEncroachType = ME_CrushWhenEncroach.
Re: Crucified Nali
Try setting Mover's property EncroachDamage.Loose Cannon wrote:[The mover is] still not killing the Nali. I can shoot him, but the swinging mover blade won't kill him.
(What I have found is that setting MoverEncroachType does not even kill Bots.)
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Crucified Nali
Yep, tried that too Barbie. I've played with the encroach type/damage, set the numbers high, etc. It's weird that you can shoot and kill the crucified Nali, but can't kill it with a mover.Barbie wrote:Try setting Mover's property EncroachDamage.Loose Cannon wrote:[The mover is] still not killing the Nali. I can shoot him, but the swinging mover blade won't kill him.
(What I have found is that setting MoverEncroachType does not even kill Bots.)
Re: Crucified Nali.
Coding could do the trick. Make the trigger that activates the blade also trigger a timer, and when the time's up, just activate the Nali's death, to the viewer it will look like the Mover did it but it's just the code.
Re: Crucified Nali
Found and fixed the issue in a way. In short: A Mover is calling a function that is only implemented for PlayerPawn.
Long description: if a Mover touches an Actor, the engine calls Mover's function EncroachingOn(actor Other). If Mover's EncroachType is set to ME_CrushWhenEncroach, Other.KilledBy(Instigator) is called - that function is in fact defined in Actor, but empty there. Only PlayerPawn implements this function:This also explains why a crushing Mover does not hurt Bots.
Solutions: either implement KilledBy() for all Pawns - but that sounds like a hard job.^^
Or use a custom mover and implement Pawn's death there:
Test map with a custom LoopMover is attached.
<EDIT>
If you want to use this custom Mover, you can use this way to apply it to your map:
Long description: if a Mover touches an Actor, the engine calls Mover's function EncroachingOn(actor Other). If Mover's EncroachType is set to ME_CrushWhenEncroach, Other.KilledBy(Instigator) is called - that function is in fact defined in Actor, but empty there. Only PlayerPawn implements this function:
Code: Select all
function KilledBy(pawn EventInstigator) {
Health = 0;
Died( EventInstigator, 'Suicided', Location );
}
Solutions: either implement KilledBy() for all Pawns - but that sounds like a hard job.^^
Or use a custom mover and implement Pawn's death there:
Code: Select all
function bool EncroachingOn(actor Other) {
if (MoverEncroachType == ME_CrushWhenEncroach && Pawn(Other) != None) { // Kill *Other*
Pawn(Other).Health = 0;
Pawn(Other).Died(Instigator, 'Suicided', Other.Location );
return false;
}
return super.EncroachingOn(Other);
}
<EDIT>
If you want to use this custom Mover, you can use this way to apply it to your map:
- Open your map in UnrealEd.
- In UnrealEd's Actor Browser right click at Actor>Brush>Mover>LoopMover and select "New..."
- Enter "MyLevel" as package name and for example "LoopMoverEx" as class name.
- Copy above function EncroachingOn to the end of the code window and choose Tools>Compile Changed
- Close code window if compiling was successful.
- Select your LoopMover and choose Edit>Cut.
- Open a text editor (Notepad or NotePad++ for example) and choose Edit>Paste.
- Replace "Class=LoopMover" with "Class=LoopMoverEx" (or whatever class name you have chosen in step 3).
- Go back to UnrealEd and choose Edit>Paste.
- Attachments
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- TestPawnCrushingMoverV2.7z
- (3.29 KiB) Downloaded 58 times
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Crucified Nali
VERY FALSE ?Barbie wrote:This also explains why a crushing Mover does not hurt Bots.
I kill Bots/Monsters with Movers all time if they are morons camping under Lifts - MY DEFAULT SETUP. Do you need a memory refresh? It's called 3072 , that old MH504 from 2014 also is capable of setting up evil Movers, code is identical with MH2 which I'm using - and it's being posted already... If mover is crapped by Mapper that's another story, a bad setup is not Mover's fault, and CrucifiedNali cannot be "Killed" because it's not Pawn, but I think it can be... damaged by something - that something is called MyLevel. If I'm thinking well I'm guessing I know other maps where AltScoring went to insane value when a Mover triggered killed a Titan making a mess in Scoreboards. To summarize, we can stop making life harder than it has to be because warm water has been already invented - YOU DON'T NEED other Mover, except the case when you need WeyScript from DM-Falkenstein which was stupidly ruined into a MH "map" with the same title because that portation is more like a general failure with HOM effects and BSP barriers.
Reminder:
Not everything from a Level works like it's seen with eyes - Catapult from AS-Mazon is a sample of some real events, a copy translated into mapping idea for UE1, we speak about cute tweaks making things to look realistic...
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Re: Crucified Nali
I usually just shoot the crucified Nali.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Crucified Nali
Isn't there a way to use a special event, make em splat when the blade comes down ?
Binary Space Partitioning
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Re: Crucified Nali
...wth are you all even talking about? I wrote that solution cause I tested it and it works... how is it that it doesn't work to you all?
Proof: the NaliPriest is the one with bMovable set to False.
Proof: the NaliPriest is the one with bMovable set to False.
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Re: Crucified Nali
Just try it out: set EncroachType=ME_CrushWhenEncroach, keep EncroachDamage at the default value of 0 and let a Bot cross Mover's way - he won't die. Only EncroachDamage!=0 will hurt the Bot.sektor2111 wrote:VERY FALSE ?Barbie wrote:This also explains why a crushing Mover does not hurt Bots.
I did not read careful: CrucifiedNali is a sub class of Decoration, not of Pawn, so my above solution for killing Pawns is not targeting Loose Cannon's problem.sektor2111 wrote:CrucifiedNali cannot be "Killed" because it's not Pawn
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Crucified Nali
Have you seen 3072 ? Other "FixMover" things ? Lemme guess - NO. And yes, if you want a bad ass mover, EncroachDamage is not 0 - EVER.
Not a single time I've pushed an annoying Bot under Mover and not a single time I triggered monster Boss at lift then boosting it back for being crushed... LOL... Pretty much easy 3072 regarding to shortcuts related complaints .
Yes, Funky, Mover works properly - It just needs some love and bad people don't have love in their blood .
CrucifiedNali is a carcass which if gets a strong damage it will be gibed in pieces, NOT KILLED. As I can recall Carcass code even if mover wouldn't work I could create other spectacular gibing based on Carcass properties...
Not a single time I've pushed an annoying Bot under Mover and not a single time I triggered monster Boss at lift then boosting it back for being crushed... LOL... Pretty much easy 3072 regarding to shortcuts related complaints .
Yes, Funky, Mover works properly - It just needs some love and bad people don't have love in their blood .
CrucifiedNali is a carcass which if gets a strong damage it will be gibed in pieces, NOT KILLED. As I can recall Carcass code even if mover wouldn't work I could create other spectacular gibing based on Carcass properties...
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Re: Crucified Nali
Thanks for all of your thoughts and ideas. I've attached a sample of what I'm looking for.
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- CrucNali.unr
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Re: Crucified Nali
Oh, that was easy: just move Crucified Nali so that its collision cylinder is in Mover's way or expand collision radius of Crucified Nali.Loose Cannon wrote:I've attached a sample of what I'm looking for.
(How to display the collision cylinder)
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett