MH-Gladiator

Tutorials and discussions about Mapping - Introduce your own ones!
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Buggie
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MH-Gladiator

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 2e195.html
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MH-GladiatorV1.7z
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Last edited by Buggie on Wed Dec 21, 2022 10:19 pm, edited 1 time in total.
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OjitroC
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Re: MH-Gladiator

Post by OjitroC »

This looks good ... and challenging :tu:

Have only 'played' the very start but I notice in the Editor that the only sniper rifle in the map appears to be very close to the End (where, TBH, it is not going to be the most useful weapon to have) - it would be very useful at the start, so is this placement deliberate?

I also notice from the Editor that the MonsterEnd and MHEnd actors appeared to be placed at the very margin of the map yet the MHEnd shows up in-game at the end (I know as I ghosted through the map to the end just to check that it was where I thought it was) - how do you do this, I'm curious?
Buggie
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Re: MH-Gladiator

Post by Buggie »

Sniper rifle drop from SniperSkaarj. For unlock one at end. Same as in original map. I not notice this, but not think this is big deal.

Special scripts which automated convert AS maps to MH.
Since normally MHEnd can not be triggered by event there used some workaround.

Texture of MHEnd used for trigger or final Fort.
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OjitroC
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Re: MH-Gladiator

Post by OjitroC »

No, not really a big deal with the sniper rifle. Fun map though - took me alone over 2.5 hours so pretty absorbing.
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Barbie
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Re: MH-Gladiator

Post by Barbie »

Strange that nobody noticed this bug: SkaarjLord0 raises Event 'WarriorKilled' which is only accepted by FortStandardMH11, but its function Trigger() reacts only to Events from players:

Code: Select all

Begin Actor Class=SkaarjLord Name=SkaarjLord0
	...
	Event="WarriorKilled"
End Actor

Begin Actor Class=FortStandardMH Name=FortStandardMH11
	...
	bTriggerOnly=True
	FortName="Ancient Warrior"
	DestroyedMessage="was killed and a key found!"
	Tag="WarriorKilled"
	Event="abcdefg"

End Actor

function FortStandardMH.Trigger(actor Other, pawn EventInstigator) {
	if (EventInstigator.bIsPlayer && EventInstigator.PlayerReplicationInfo != None)
		DestroyFort(EventInstigator);
}
@Buggie: can you estimate when this will be fixed? If it takes more than a few days I'll fix it temporary with my MapPatcher.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Buggie
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Re: MH-Gladiator

Post by Buggie »

v1

- Fix issue with trigger latest goal.
- Improve paths.
- Fix some errors.

Updated in first post: viewtopic.php?f=5&t=15193
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