Talking Titan in MonsterHunt?

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EvilGrins
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Talking Titan in MonsterHunt?

Post by EvilGrins »

I know from previous experience, these demented ideas hit me in waves, that you can't put the Talking Titan into MH as a monster. The thing automatically respawns and generally will fight it's own kind over you. They're configurable, so there's likely a way around that, but you'd have to put in the effort.

So, I was thinking earlier it might be kind of cool to have one on my own team in MH. Picked a map for testing, gave it a skin that was vaguely befitting the red team, set it up so it literally was on the red team (bots playing with me didn't think it was enemy) and tried playing the map...

...and he just sat there and did nothing.
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I tried ordering him, for all the good that did.
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Exited out of the game and went back into UnrealEd and played around with his settings, then went back in and tried leading monsters to him.
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He just stood there and ignored every attack on his big old person.

Finally, on another random impulse, I summoned a playerbot into the game...
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...and he proceeded to chase it all over the place to kill it.

On the plus side, as it stands someone could probably use a Talking Titan as an element in TeamMonsterHunt.

My question for this insane notion: Is it totally impossible to configure this Talky-Titan to hunt the other monsters like any other bot/player?
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Re: Talking Titan in MonsterHunt?

Post by VatcilliZeitchef »

Impossible to configure, yes. With it's current configuration most pawns just aren't made to attack monsters. Monsterhunt puts more force on bots, the only exception, to acknowledge them as such.

With a little scripting however it's nothing that can't be done, AI scripting is way out of my league as it stands, thou.
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Re: Talking Titan in MonsterHunt?

Post by Chamberly »

I was thinking about the bot classes area. For example... you could take Tamerlane, have it to be skinned to use Titan skin and model, then add voice pack into it with a few line of codes... then it should be ready to go. & could be much easier than just configuring the Titan on it's own.
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Re: Talking Titan in MonsterHunt?

Post by EvilGrins »

Not sure what Tamerlame is.

I was hoping there was something in the Talking Titans setup I was overlooking. I'll attach, in case anyone's not familiar with it.

There's also a general bug in UT, which I largely only ever see with MonsterMadness, that if a monster kills another monster that normally respawns... it won't respawn after that. I was hoping as the Talky Titan respawns itself without the benefit of a mutator, that'd make it ideal for MH.
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UTDMT.u
(65.56 KiB) Downloaded 126 times
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Talking Titan in MonsterHunt?

Post by UT99.org »

medor wrote:
EvilGrins wrote:Not sure what Tamerlame is.

I was hoping there was something in the Talking Titans setup I was overlooking. I'll attach, in case anyone's not familiar with it.

There's also a general bug in UT, which I largely only ever see with MonsterMadness, that if a monster kills another monster that normally respawns... it won't respawn after that. I was hoping as the Talky Titan respawns itself without the benefit of a mutator, that'd make it ideal for MH.
same but other name DeathMatchTitan file http://unrealtournament.99.free.fr/foru ... =51&t=2203
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Re: Talking Titan in MonsterHunt?

Post by papercoffee »

EvilGrins wrote:Not sure what Tamerlame is.
I think he means Tamerlane. :mrgreen:
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Re: Talking Titan in MonsterHunt?

Post by Dr.Flay »

I was wondering if you were talking about the "DeathmatchTitan"

It mentions the problem in the readme
Spoiler
Readme file for the DeathMatchTitan (DeathMatchTitan.u) Unreal modification.

*** Description ***
The DeathMatchTitan class is a child of StoneTitan that has been modified
to generally do 2 things:
1) Appear in the player list of DeathMatch/BotMatch games.
2) Send messages to players in meaningful situations.

*** Installation ***
The DeathMatchTitan.u file goes into your Unreal\System directory. Easy!

*** How to for level designers ***
1) In the script toolbar click Load, then browse to DeathMatchTitan.u.
2) You should now have a new class in your class browser. Find it under:
Actor\Pawn\ScriptedPawn\Titan\StoneTitan
3) Place instances of it where you like! (I've only ever put one
on a level...it _might_ work with more.)


*** Configurable parameters of the class are: ***

*MyName*: the name as he appears in the DeathMatch/BotMatch player list.

*bNoTalking*: when set to True he won't talk...what's the point?

*EndGameAliveMsg*: what he says when the DeathMatch/BotMatch game ends and
he is still alive.

*EndGameDeadMsg*: what he says when the DeathMatch/BotMatch game ends and
he is dead.

In addition, there are several arrays of messages that he says at given
times. EVERY time one of the following events happens he will say one
of the set messages. However, if the message is left BLANK, he will say
NOTHING. You can use that mechanism to decrease the probability that
he will speak when a given event happens.

*DyingMsgs*: one of these when he dies.
*HurtMsgs*: one of these when he gets hurt (badly).
*TriggerMsgs*: what he says when he is triggered.
*VictoryMsgs*: one of these when he kills somebody.
*WaitMsgs*: these come at random intervals when he isn't fighting.

In the VictoryMsgs, TriggerMsgs, and DyingMsgs messages you can put in
the string "%p". If this is encountered the script will replace it
with the name of the Player/Bot who caused the event (whomever the
Titan waxed, triggered the Titan, or killed the Titan). If a message
has "%p" in it but the script cannot determine the name of the offender
(maybe because it was a dumb 'ScriptedPawn') he will say nothing.


*** Notes ***
-If he reaches the maximum kill count before anyone else the
game will end (ie, he can "win").
-Titans are damn tough, and since he only says his hurt messages when
he visibly shows pain, he doesn't say his HurtMsgs very often.
-Note that he says his WaitMsgs exactly when he does his waiting
animations (like sniffing his armpit, etc).
:arrow: -He hates bots as well as players on sight (not an easy thing to code).
I couldn't get him to hate ScriptedPawns on sight, sadly. The most
he will do is smack anybody who bumps into him.

-He won't respawn if killed. I don't know how to make him do it.
-You can make him (and any other Pawn) invincible by cranking his
Health up to 180000 or so. He will be truly invincible...believe me.
-If bots land on his back they like to stay there, and he is powerless
to knock them off. Level designers may want to account for that.
-For more detail you will have to read the script! ;)

*** Credits ***
This modification was made by GorGor (pcyr@slip.net). It was inspired
by a very original level by Squacky (squacky@ufl.edu) called DMTitania.
The first appearance of this mod was in the level DMTitaniaV2,
also by Squacky.

PLEASE, feel free to rip the code from this mod, derive classes
from DeathMatchTitan, what-not. This is object-oriented code, it is
meant to be reused! All I ask is that if you don't make significant
changes don't take significant credit. If you use this mod as-is in
a level of yours I would love to be credited...at least include this file!

I am willing to answer questions about Unreal Script as best I can...
I sure wish someone had done the same for me! However, please don't ask
me to describe aspects of object-oriented programming, because I can't.
Unreal Script is VERY much like Java, pick yourself up a book and
download Microsoft's trial version of Visual J++ 6, or whatever.

Peace, out,
GorGor
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Re: Talking Titan in MonsterHunt?

Post by EvilGrins »

Dr.Flay wrote:I was wondering if you were talking about the "DeathmatchTitan"
medor wrote:same but other name DeathMatchTitan file http://unrealtournament.99.free.fr/foru ... =51&t=2203
A cursory exam gives the impression the DeathMatchTitan and the UTDMT are the same file with 2 different names.

UTDMT = Unreal Tournament Death Match Titan.

I think UTDMT may've been made later than DeathMatchTitan, though. If you spawn more than one on a map, they can't all be named "Mr. Titan" so it changes their names after the first one. The screenshot at medor's link shoes multiple entries for "Mr. Titan" in the score list.
http://unreal-games.livejournal.com/
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Re: Talking Titan in MonsterHunt?

Post by Chamberly »

My apologies, I misspelled a bot name lol... Tamerlane, yes.

Then what I'm thinking here from what I've mentioned is like how Higor set up ferbotz, but I was speaking for a player/bot to use the Titan model and skinning with it's own command to follow orders and say some random stuff. ^-^
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Re: Talking Titan in MonsterHunt?

Post by VatcilliZeitchef »

The problem is I did this in one of my maps, and the bot gets kicked as soon as you play the map online. I still have not found a way to fix that issue.
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Re: Talking Titan in MonsterHunt?

Post by JackGriffin »

The talking titan can be fixed but it's going to require some work. You'll need to rewrite the entire SetEnemy code portion. Do this right and you could easily make a configurable setup making the titan go after any class/subclass you want to declare as "combative" while also preserving a white list of classes that the titan will consider friendly.
So long, and thanks for all the fish
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Re: Talking Titan in MonsterHunt?

Post by EvilGrins »

As always Jack, the best answer... and the one that scares me most!

Then again, SetEnemy specifics may already exist in its properties. I'll poke around and see how it goes.
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Re: Talking Titan in MonsterHunt?

Post by JackGriffin »

It won't be but don't be afraid of having to code in that section. It's not incredibly hard, you can follow what I did in the NOFF (No Friendly Fire) monsters
[youtube]z4A9EUCUlbA[/youtube]
and see how to declare friends and foes classes then set up some variables using that structure to make your own declarations. As you can see from the vid I only altered the SetEnemy code and it prevents the monsters from fighting even when they bump each other or hurt one another. You can pretty much dictate all reactions they have via this code.

The only issues I can see is at times both the bots and monsters will not trigger hatred until they are either bumped or take damage from something. I know Nelsona was working feverishly to fix this and I wouldn't be surprised at all if he had an answer for it.
So long, and thanks for all the fish
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Re: Talking Titan in MonsterHunt?

Post by Chamberly »

Wow, that is really nice!

Nice job teasing the monsters. ;) lol...
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