Prevent "GRAB" open doors bots and humans

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TexasGtar
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Prevent "GRAB" open doors bots and humans

Post by TexasGtar »

No one seemed to know how to prevent this issue of players and bots using the "Grab" to open doors ahead of time in maps, mainly assault and Monster hunt.

I searched the internet and found no solution. So here is a simple way to prevent real people and bots from opening a door ahead of time.

Attach the mover door to a mover outside playing area that can't be grabbed. Simple. See test map.

Map details. push 2 buttons on opposite sides to open door in center.

Tell a bot to freelance and it will show you how to do it. There is no way to get door to open without pushing the 2 buttons.
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Buggie
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Re: Prevent "GRAB" open doors bots and humans

Post by Buggie »

Correct me if I am wrong you can just set bUseTriggered = False for all Movers and grab simply not work.

bUseTriggered used only in two places and defined as

Code: Select all

var() bool		 bUseTriggered;		// Triggered by player grab
https://github.com/Slipyx/UT99/search?q ... eTriggered

I not see any other impact of set bUseTriggered = False.
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TexasGtar
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Re: Prevent "GRAB" open doors bots and humans

Post by TexasGtar »

Buggie wrote: Tue Jul 28, 2020 5:09 pm Correct me if I am wrong you can just set bUseTriggered = False for all Movers and grab simply not work.

bUseTriggered used only in two places and defined as

Code: Select all

var() bool		 bUseTriggered;		// Triggered by player grab
https://github.com/Slipyx/UT99/search?q ... eTriggered

I not see any other impact of set bUseTriggered = False.
I am pretty sure if a mover has keypoints, you can grab it open. I tried changing all the mover settings and it was always grab-able.

Plus this way it can be triggered by something.
==================================================
Okay I just tested your theory and you are correct. That sure is easier. Thanks. Been searching all over for an answer to this.
Last edited by TexasGtar on Tue Jul 28, 2020 5:53 pm, edited 1 time in total.
Buggie
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Re: Prevent "GRAB" open doors bots and humans

Post by Buggie »

Just set bUseTriggered = False for you doors mover.
You even not need rebuild level.
I check on your map for Priest Door and now I am not able grab it. Before - can.
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TexasGtar
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Re: Prevent "GRAB" open doors bots and humans

Post by TexasGtar »

Buggie wrote: Tue Jul 28, 2020 5:43 pm Just set bUseTriggered = False for you doors mover.
You even not need rebuild level.
I check on your map for Priest Door and now I am not able grab it. Before - can.
Yup I just tested it and it works. Stupid me for thinking use triggered meant a door used a trigger.
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sektor2111
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Re: Prevent "GRAB" open doors bots and humans

Post by sektor2111 »

TexasGtar wrote: Tue Jul 28, 2020 4:10 pm No one seemed to know how to prevent this issue of players and bots using the "Grab" to open doors ahead of time in maps, mainly assault and Monster hunt.
False and redundant, I explained already what is about, you should read that.
viewtopic.php?f=3&t=14024&start=60#p121342
I repeat, bUseTriggered does not have more things to do with state TriggerOpenTimed and it can be LEFT FALSE - unless everyone will GRAB doors in seconds.

Extra-Info for those new comers in MH: Since MH2V3 GRAB command had a configurable option for being disabled.
Exactly, we are aware of what does that means GRAB and how to stop it. NONE of my MH works uses that thing, that's a nonsense to me, you won't need to fight, just rush map.
Buggie
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Re: Prevent "GRAB" open doors bots and humans

Post by Buggie »

Can be build very simply server mutator which iterate over all Movers and set this flag to False. So user not able use grab anymore on this server.
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TexasGtar
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Re: Prevent "GRAB" open doors bots and humans

Post by TexasGtar »

sektor2111 wrote: Tue Jul 28, 2020 6:05 pm
TexasGtar wrote: Tue Jul 28, 2020 4:10 pm No one seemed to know how to prevent this issue of players and bots using the "Grab" to open doors ahead of time in maps, mainly assault and Monster hunt.
False and redundant, I explained already what is about, you should read that.
viewtopic.php?f=3&t=14024&start=60#p121342
I repeat, bUseTriggered does not have more things to do with state TriggerOpenTimed and it can be LEFT FALSE - unless everyone will GRAB doors in seconds.

Extra-Info for those new comers in MH: Since MH2V3 GRAB command had a configurable option for being disabled.
Exactly, we are aware of what does that means GRAB and how to stop it. NONE of my MH works uses that thing, that's a nonsense to me, you won't need to fight, just rush map.
Well your explanation never actually said to set it to false and a lot of what you say is lost in translation although for a second language it is good. but you said...
""Movers
State TriggerOpenTimed has NOTHING, but Nothing with bUseTriggered. This bUseTriggered is Epic's brain-fart ruining a lot of MH maps - even Bots are getting used to cheat these doors in a second if they want to pass through. Every single player can stay in touch with mover and using GRAB (default key < G >) door is opening without any trigger ignoring TriggerOpenTimed which is a STATE not a property.""

Never says to set it to False to stop it from happening.
========================================================================================
Which never explained to set it to false and when I asked how to stop that from happening here, I got no reply.
viewtopic.php?f=3&t=14024&start=75#p121392
One more thing: No one has explained how to get rid of the GRAB issue.
==============================================================
I was simply trying to help expand knowledge to everyone. I searched the internet and could not find anywhere where it explains it.
It's great that you have superior knowledge but if you can't explain it then mappers are still lost.
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sektor2111
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Re: Prevent "GRAB" open doors bots and humans

Post by sektor2111 »

This value is FALSE for any Mover class, and you have it Active = True in movers in which you have captured image- YOUR PICTURE, else I wouldn't even mention it. Excuse me, but it sounds logic when someone is saying about a boolean as being wrong - brought into discussion, to me this means is True and then Activated else if a value is zero/false it's not doing any effect, and so there is no reason to be mentioned unless VALUE is not correct set like that.

I know, tutorials are not mentioning this thing, even mover "tutorials" aren't explaining anything (I even found some junk on YouTube - a FAKE info which I reported as trash video), for me some of those docs are spam content that doesn't worth to be downloaded. It's all full of pink stories and very poor in technical explanations. Nothing is mentioning how to use MyLevel in MonsterHunt...
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TexasGtar
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Re: Prevent "GRAB" open doors bots and humans

Post by TexasGtar »

sektor2111 wrote: Wed Jul 29, 2020 6:09 am This value is FALSE for any Mover class,..
I got it now. All I can do is apologize for not understanding your post where you were trying to explain it to me. I read that post so many times and couldn't understand it.
Quite frankly i was shocked that such a huge issue was unsolved in the last 20 years. So I tried to fix it.

I have to agree on you with the epic naming convention is wrong. bUse Triggered should be bAllow Grab or something like that if that is what it means.
I can also agree that just about every mover tutorial will explain to set that to true if using a trigger. Which looking at that code Buggie provided is not what it means at all.

Just some bad naming convention causing confusion.

ps....my method does work too...lol even if it is 10 times as hard.

But seriously, thank you for your help. I just couldn't figure out what you were talking about.
Red_Fist
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Re: Prevent "GRAB" open doors bots and humans

Post by Red_Fist »

I assumed you use , usetriggered for bots to open movers.

And the grab is for items in Unreal 1 or oldskool UT. for SP use. You can grab stuff with a mass of 50 or less and carry it.

Just because people started to use some cheat or MH didn't allow it, don't mean "usetriggered" was for cheating purposes.
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Re: Prevent "GRAB" open doors bots and humans

Post by Buggie »

About name:
I think in beta version command named as "Use".
So bUseTriggered mean 'Triggered by "use" command.'
Later word "use" cause conflict so it dumb replaced to "grab".
But boolean still have same name.
It is typical for code evolution.

About Mass:
According to code, you must carry no weapon or weapon with mass < 20.
Decoration must be bPushable, Mass <= 40 and StandingCount == 0.
Only if all of that is true you can carry it.

Usually it is mean:
You need select enforcer or automag or DispersionPistol or translocator or Razorjack (not ripper).
You can carry book or SmallWoodBox.

Funny thing about mass:

Code: Select all

Botpack/Translocator.uc:     Mass=10.000000
Botpack/TranslocatorTarget.uc:     Mass=50.000000
Translocator in Idle state contains TranslocatorTarget pad inside it. But it mass less from mass of TranslocatorTarget.

List of Mass:

Code: Select all

Botpack/ChunkTrail.uc:     Mass=30.000000
Botpack/CTFFlag.uc:     Mass=30.000000
Botpack/enforcer.uc:     Mass=15.000000
Botpack/Pylon.uc:     Mass=35.000000
Botpack/Redeemertrail.uc:     Mass=30.000000
Botpack/ripper.uc:     Mass=50.000000
Botpack/RocketTrail.uc:     Mass=8.000000
Botpack/ShockRifle.uc:     Mass=50.000000
Botpack/SkaarjBot.uc:     Mass=120.000000
Botpack/TFemaleBody.uc:     Mass=100.000000
Botpack/TMaleBody.uc:     Mass=100.000000
Botpack/TournamentHealth.uc:     Mass=10.000000
Botpack/Translocator.uc:     Mass=10.000000
Botpack/TranslocatorTarget.uc:     Mass=50.000000
Botpack/UTCreatureChunks.uc:     Mass=90.000000
Botpack/UTPlayerChunks.uc:     Mass=30.000000
Botpack/ut_bossarm.uc:     Mass=40.000000
Botpack/ut_bosshead.uc:     Mass=40.000000
Botpack/ut_bossthigh.uc:     Mass=40.000000
Botpack/UT_FemaleFoot.uc:     Mass=40.000000
Botpack/UT_FemaleTorso.uc:     Mass=50.000000
Botpack/UT_MaleFoot.uc:     Mass=40.000000
Botpack/UT_MaleTorso.uc:     Mass=50.000000
Engine/Actor.uc:     Mass=100.000000
Engine/Carcass.uc:     Mass=180.000000
Engine/Decoration.uc:   decormass= FMax(1, Mass);
Engine/Decoration.uc:     Mass=0.000000
UnrealI/Behemoth.uc:     Mass=500.000000
UnrealI/Bloblet.uc:     Mass=40.000000
UnrealI/Gasbag.uc:     Mass=120.000000
UnrealI/GassiusCarcass.uc:     Mass=120.000000
UnrealI/Krall.uc:     Mass=140.000000
UnrealI/KrallCarcass.uc:     Mass=140.000000
UnrealI/MercCarcass.uc:     Mass=150.000000
UnrealI/Mercenary.uc:     Mass=150.000000
UnrealI/Pupae.uc:     Mass=80.000000
UnrealI/PupaeCarcass.uc:     Mass=80.000000
UnrealI/QuadShot.uc:     Mass=10.000000
UnrealI/Queen.uc:     Mass=1000.000000
UnrealI/QueenCarcass.uc:     Mass=1000.000000
UnrealI/Razorjack.uc:     Mass=17.000000
UnrealI/SkaarjBerserker.uc:     Mass=180.000000
UnrealI/SkaarjOfficer.uc:     Mass=150.000000
UnrealI/SkaarjPlayer.uc:     Mass=120.000000
UnrealI/SkaarjPlayerBot.uc:     Mass=120.000000
UnrealI/SkaarjTrooper.uc:     Mass=125.000000
UnrealI/SludgeBarrel.uc:     Mass=100.000000
UnrealI/Squid.uc:     Mass=200.000000
UnrealI/SquidCarcass.uc:     Mass=200.000000
UnrealI/Titan.uc:     Mass=2000.000000
UnrealI/TitanCarcass.uc:     Mass=2000.000000
UnrealI/TrooperCarcass.uc:     Mass=130.000000
UnrealI/WarLord.uc:     Mass=1000.000000
UnrealShare/ASMD.uc:     Mass=50.000000
UnrealShare/AutoMag.uc:     Mass=15.000000
UnrealShare/BabyCow.uc:     Mass=70.000000
UnrealShare/BabyCowCarcass.uc:     Mass=80.000000
UnrealShare/Barrel.uc:     Mass=50.000000
UnrealShare/BiterFishSchool.uc:     Mass=10.000000
UnrealShare/Book.uc:     Mass=1.000000
UnrealShare/Brute.uc:     Mass=400.000000
UnrealShare/BruteCarcass.uc:     Mass=400.000000
UnrealShare/Bubble.uc:     Mass=3.000000
UnrealShare/Bubble1.uc:     Mass=3.000000
UnrealShare/Chest.uc:     Mass=10.000000
UnrealShare/Cow.uc:     Mass=120.000000
UnrealShare/CowCarcass.uc:     Mass=120.000000
UnrealShare/CreatureChunks.uc:     Mass=30.000000
UnrealShare/Devilfish.uc:     Mass=60.000000
UnrealShare/DispersionPistol.uc:     Mass=15.000000
UnrealShare/FemaleBody.uc:     Mass=100.000000
UnrealShare/FlockMasterPawn.uc:     Mass=5.000000
UnrealShare/FlockPawn.uc:     Mass=5.000000
UnrealShare/FlyCarcass.uc:     Mass=100.000000
UnrealShare/Health.uc:     Mass=10.000000
UnrealShare/LesserBrute.uc:     Mass=250.000000
UnrealShare/LesserBruteCarcass.uc:     Mass=300.000000
UnrealShare/MaleBody.uc:     Mass=100.000000
UnrealShare/MaleBodyThree.uc:     Mass=100.000000
UnrealShare/MaleBodyTwo.uc:     Mass=100.000000
UnrealShare/Manta.uc:     Mass=80.000000
UnrealShare/MantaCarcass.uc:     Mass=80.000000
UnrealShare/MedWoodBox.uc:     Mass=30.000000
UnrealShare/MonkStatue.uc:     Mass=100.000000
UnrealShare/NaliCarcass.uc:     Mass=100.000000
UnrealShare/NaliRabbit.uc:     Mass=20.000000
UnrealShare/PlayerChunks.uc:     Mass=20.000000
UnrealShare/Skaarj.uc:     Mass=150.000000
UnrealShare/SkaarjCarcass.uc:     Mass=150.000000
UnrealShare/Slith.uc:     Mass=200.000000
UnrealShare/SlithCarcass.uc:     Mass=200.000000
UnrealShare/SmallWoodBox.uc:     Mass=20.000000
UnrealShare/SteelBarrel.uc:     Mass=100.000000
UnrealShare/SteelBox.uc:     Mass=60.000000
UnrealShare/StingerProjectile.uc:     Mass=2.000000
UnrealShare/Tentacle.uc:     Mass=200.000000
UnrealShare/TentacleCarcass.uc:     Mass=200.000000
UnrealShare/TentacleProjectile.uc:     Mass=2.000000
UnrealShare/Urn.uc:     Mass=100.000000
UnrealShare/Vase.uc:     Mass=100.000000
UnrealShare/WoodenBox.uc:     Mass=50.000000
UnrealShare/WoodFragments.uc:     Mass=5.000000
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sektor2111
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Re: Prevent "GRAB" open doors bots and humans

Post by sektor2111 »

Totally agree, their naming solutions at a moment was against their own conventions, example taken could be bTaken in navigation points being a boolean variable, but... this way of working it's not really helping new comers trusting "conventions". The rest of their old docs are not having two levels of details for various user skill. Friendly explanations for new comers and extra explanations with a bit of tech for advanced ones - helpful for learning.
Me, personally I learned about things in UT by directly working and logging them and very poor stuff from tutorials, lol. Navigation which I do has two bases: my old attempts/edits and newer XC things bringing more light and making me more aware about these assets, then finally I managed to understand what I want and how I want to be certain navigation spot, and functional as I want.
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Re: Prevent "GRAB" open doors bots and humans

Post by Buggie »

As I recently discovered myself, even Epic's tutorials are not technically accurate.

In particular, there is such information about the zones:
A level can only have 64 zones. If you create more than 64 zones, the engine will merge some zones together, causing a loss of performance. This limit might be extended in the future.
But in reality, the engine does not deal with zone merging.
It just uses the indexes in ascending order from 1 to 64. When it needs zone 65, it just starts again from 1. 65 is get index 1, 66 is index 2 and so on.
So if you have 65 zones, 1 zone at the start, and 65 zone lava, then your players will burn in hell.
It is even more interesting when there is an intersection with a warp zone or a death zone.

About data sources:
There are two reliable sources.
1. Source code. But you need to be able to read it.
2. Tests where the source code is not available.

Manuals and guides may contain errors, so there should be rechecked and tested.
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Re: Prevent "GRAB" open doors bots and humans

Post by Red_Fist »

My idea is, when you make a mover key to pickup you are not holding an item, a key.

So if you placed a key shaped deco you would have to carry it to the door (along with also using the mover key) and see yourself carrying it. Or some other thing to drop or picking it up, to do.

But also I assume you could use some carry item with an event to cause something to happen, like throwing a deco off a cliff and the deco would trigger some thing.

I had to grab stuff for reasons that I can't remember in some SP maps on loathsomes servers. It's also possible to grab wood boxes to be able to jump up on something as a goal.
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