Mapping Concept for MonsterHunt, GIANT SIZED!

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Red_Fist
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by Red_Fist »

So the trick is to make a mini me map that is still big looking but not as much for a 15x skaarj.

or

A super huge map that 30 could fit in easily but still make the proportions look as a mini me. Maybe a skaarj scale of 10 to look right but not as HUGE.
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EvilGrins
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by EvilGrins »

Picked a random giant-sized map, goofing around with it...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by OjitroC »

Very appropriate! What's the DrawScale of the Chef?
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by EvilGrins »

OjitroC wrote: Sat Jun 13, 2020 9:41 am Very appropriate! What's the DrawScale of the Chef?
Went up to 17.

I was kinda bummed the Nali wasn't more configurable. Krall have options to set them sleeping where you put them or playing dice, but not so much the Nali.

Kinda wanted to set it up in meditation pose over the toilet.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Barbie
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by Barbie »

EvilGrins wrote: Sat Jun 13, 2020 4:18 pmKinda wanted to set it [Nali] up in meditation pose over the toilet.
The code tells how to do that:

Code: Select all

function PostBeginPlay() {
	Super.PostBeginPlay();
	bCanSpeak = true;
	if ( Orders == 'Ambushing' )
		AnimSequence = 'Levitate';
}
So setting Nali's property "Orders" to "Ambushing" does the job.
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EvilGrins
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by EvilGrins »

Barbie wrote: Sat Jun 13, 2020 4:46 pmSo setting Nali's property "Orders" to "Ambushing" does the job.
Cool! Though I'm rethinking the Nali. Enlarged drawscale does increase health as well, but it's kinda disappointing that it's default higher health still can be killed with 5 headshots from a sniper rifle.

May give the NaliWarrior a try.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Barbie
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by Barbie »

EvilGrins wrote: Sat Jun 13, 2020 6:16 pmbut it's kinda disappointing that it's default higher health still can be killed with 5 headshots from a sniper rifle.
Then set Nali's property "ReducedDamageType" to "All" and "ReducedDamagePct" to a value close below 1, for example to 0.95. This means the Nali receives only 5% of the damage. Note that too weak weapons my not cause any damage any more because of rounding accuracy.

NB: This works for all Pawns, not only Nalis. See Pawn.uc, line 1409:

Code: Select all

if ( (ReducedDamageType == 'All')  ... )
	actualDamage = float(actualDamage) * (1 - ReducedDamagePct);
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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OjitroC
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by OjitroC »

Barbie wrote: Sat Jun 13, 2020 8:14 pm Then set Nali's property "ReducedDamageType" to "All" and "ReducedDamagePct" to a value close below 1, for example to 0.95.
What about using the DamageTypes of the UT Sniper RIfle - 'shot' or the altDamageType 'Decapitated' - or won't that work?
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by Barbie »

OjitroC wrote: Sat Jun 13, 2020 8:52 pmWhat about using the DamageTypes of the UT Sniper RIfle - 'shot' or the altDamageType 'Decapitated' - or won't that work?
This will work too, but reduces the damage only for the chosen damage type. This may result in making more damage by shooting the feet than the head. (Dance, baby. :lol: )
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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EvilGrins
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!

Post by EvilGrins »

This particular map isn't well pathed, so I've been testing it with pawns over bots.
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