Yes: you have selected the file "BBoyShare.u" in Windows Explorer but UT is complaining not finding the file named "BBoyShares" (extension is not shown but is "u" probably).papercoffee wrote:Then can you explain this?
Maybe I'm on your ignore list but I've already written a possible solution.Terraniux wrote:But can the situation be altered? not using either actors or something else? like a kill - all zone?
Yes, that's very annoying. Whoever fixes this map, please fix all stairs to be walkable. It is UT, not Mario.OjitroC wrote:2 I don't know if it is the model I use but a significant proportion of the steps can't be walked up, one has to jump
Their RangedProjectile is Class'UnrealI.Tracer' which has a damage of 0. (The Krall0 of the previous map version had the same but that was already changed.)OjitroC wrote:5 I don't think all the tentacles in the building noted in 4 have projectiles
A SkaarjBerserker hates everything except Pupaes. If the game controller does not changes this (as mine do) players and admins have to live with it. ^^OjitroC wrote:9 Not sure mixing Berserkers with other Skaarj Warrior types is a good idea as the former tend to kill the latter
Very true but... it can be more cute as it is like I said I had evil maps, and... things are changed. However, the fat ass might crash in this case for recursive calls in a death triangle: WhatToDoNext = Sort a closer enemy - SetEnemy = True - Attacking ? No because pawn is dead - then WhatToDoNext and so on. Solution is wrapping well WhatToDoNext or SetEnemy or a better state Attacking - this bug is a critical one un-fixed by nobody.Barbie wrote:A SkaarjBerserker hates everything except Pupaes. If the game controller does not changes this (as mine do) players and admins have to live with it. ^^
Yes, that's very annoying. Whoever fixes this map, please fix all stairs to be walkable. It is UT, not Mario.[/quote]I think I couldn't jump too much because Bots did the task "inside" while I hunted monsters outside...Barbie wrote:Maybe I'm on your ignore list but I've already written a possible solution.
Default ZoneInfo set as a killer looks suffice here and some spawning can be moved over islands not in the wild because they won't see players from there and then... if player is not hunting them, they are pointless.Barbie wrote:Maybe I'm on your ignore list but I've already written a possible solution.
I don't have issues here too but... these are too wick and... I think some DAmmoX it's more recommended - changed them already.Barbie wrote:Their RangedProjectile is Class'UnrealI.Tracer' which has a damage of 0. (The Krall0 of the previous map version had the same but that was already changed.)
Those have no skill... as people are not using good MH controllers...OjitroC wrote:Mantas - they seem to be placed facing away from the route that they are likely to be approached with the consequence that they only attack after being shot at (I was able to stand behind them on the first island and headshot them as they spawned).
if ( skill <= 1 )
Health = 0.6 * Health;
if ( skill == 0 ) //LOL - MH won't do nothing for later spawned mantas
AttitudeToPlayer = ATTITUDE_Ignore; //Ignoring me ? Epic... lol to those mushrooms...
Moved already by MR. Builder.OjitroC wrote:There is also the issue of the placement of the Pulse Gun and Shock Rifle which causes bots to get stuck, jumping up and down on them.
A.I tweaking won't allow too many rebels... Friends forever... In this map, any future version might have a full Monsters Soup and except accidental damage they won't react that much each-other. 2 actors are addressing A.I. sides (Monster and Bot), You won't have unarmed Skaarj - if you want some, etc.OjitroC wrote:Are tentacles really appropriate in the building with the flies/gasbags on the 'Queen's Island' given that they are as likely to kill the flies/gasbags as anything else?
It was that I was thinking about really. When the tentacles see players/bots and start firing they are likely to hit the gasbags and flies below them. I would suggest leaving the tentacles out and having more gasbags (if there's enough room) and/or flies.sektor2111 wrote: ... except accidental damage ...
class'manta'.default.skill = 3.000000;
class'cavemanta'.default.skill = 3.000000;
class'giantmanta'.default.skill = 3.000000;
ConsoleCommand("SET MANTA SKILL 3.000000");
Personally, I wouldn't worry about that - it's a group of islands in the sky, you fall off, you die. It's as legitimate for a player to try to blow a monster off one of the islands to kill it as it would be in a map with lava to blow a monster into that lava. Players or bots can be blown or fall off the islands as well of course.sektor2111 wrote: ... But I have a BIG problem: Death Zone is not for me, it's unfair (for monster because I'm not jumping there).
Barbie wrote:Yes: you have selected the file "BBoyShare.u" in Windows Explorer but UT is complaining not finding the file named "BBoyShares" (extension is not shown but is "u" probably).papercoffee wrote:Then can you explain this?
Yes, good idea.sektor2111 wrote: Should I setup some party for preventing Manta to be retarded ?
NO!!! - that won't fit at all well with the type of map this is, which is partly objective driven (it's a completely different kind of map to EG's DarkForest edit in which I assume you did a KarmaHunter?). In any case each island is small and it's not much effort to go and seek out the monsters, not that a lot of that needs to be done as it is. I can complete it in just over an hour by myself, with four bots it's much quicker.sektor2111 wrote: Should I use a KarmaHunter which I did for some other map where I got tired to run for killing monsters (no good visibility there) and and I allowed monsters to find me, I was Waiting together with Bots and Monsters Roaming to hunt us
As a matter of interest, how come I can run the map without any of the BBoyShare variants?sektor2111 wrote: ...because I think You need Both of them.
That's ok, but there is a place where you can walk down the slope and then you die immediately without any hint or warning. That's annoying.OjitroC wrote:it's a group of islands in the sky, you fall off, you die.
I think at least the pillars can be changed to semi solid.sektor2111 wrote:I did not touched geometry, I see a few not funny BSP cuts so I don't take any risk for ruining map.
Umm, I think I might have some language barrier and that's why I'm asking: Is this that pillar that can be semisolid ?Barbie wrote:I think at least the pillars can be changed to semi solid.
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