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Re: Test my MH map, DONE, made for bots.

Posted: Fri Feb 05, 2016 4:48 am
by Barbie
Red_Fist wrote:yes there is a dispersion pistol to be gotten.
My first look was for "DispersionPistol" literally and that failed - but now I've found what I was looking for. ;o)
I might have made it too hard.
I think the chance to solve that puzzle by normal playing is close to zero.
Let me know if the map functions properly online
I noticed some problems with that Bloblets, but I haven't done any research yet:
ucc.init.log.4 wrote:egrep -i "Bloblet.* fell out of the world" ucc.init.log.4|wc -l
805
What means, that that message "Bloblet{0,1,2} fell out of the world" was repeated 805 times for whatever reasons.
Wait... I just saw that all this starts with "ParentBlob0 fell out of the world!"

Also "no path to alarm" is repeated often in the log.

Re: Test my MH map, DONE, made for bots.

Posted: Fri Feb 05, 2016 7:12 am
by Red_Fist
Ya I am not sure about those blobs, for online, they always acted odd even in unreal offline.

The alarmpoint thing I believe is not a problem, I use a lot of blocked path in there and other things that I wanted exactly how they are for path network.

But if the blobs mess things up online, I don't want that. It seems after you die they lose interest and just act stupid. Or they might be affected by world if they go into the water, I just don't know and probably should have left them out.

It can be solved, if they look and are observant, but I didn't want them to breeze through using redeemers.or supershock.

If you have some script or something to kill the blobs for online would be good, I really don't want to edit that thing again.

Re: Test my MH map, DONE, made for bots.

Posted: Fri Feb 05, 2016 7:25 am
by EvilGrins
Bloblets on their own don't do very much, it's the Blobs (acts like a swarm director for bloblets) that go after players. Usually they do lose interest after a person dies... but think is there's multiple people nearby the blob will go after them too.

They are advantageous as they can cling to any surface, which makes for a better chasing of players.

Re: Test my MH map, DONE, made for bots.

Posted: Fri Feb 05, 2016 7:26 am
by sektor2111
Barbie wrote: Also "no path to alarm" is repeated often in the log.
Result of a blocked path and monster spawning unable to use paths.
See that mixer mover On-Line and Off-Line, LOL.

Re: MH-Electrolyte

Posted: Thu Jan 18, 2018 6:27 am
by Barbie
I noticed another detail: TBrutey.RangedProjectile is set to "Class'MyLevel.CannonBRBolt'", but that custom projectile code was not compiled (although the code consists of the class definition only). I guess that's the reason why these projectiles do not make any damage; after compiling the code they do.

Re: Test my MH map, DONE, made for bots.

Posted: Thu Jan 18, 2018 6:49 pm
by Red_Fist
The only mishap I can think of is , I DO compile, then I have to load monsterhunt in the ini, then open a map, then open the MH I am working on to use in MyLevel.

I always compile the changed scripts but can't do that with MH loaded. But they are and do give damage, the TBruty DOES give damage :noidea