XC_Engine megathread

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sektor2111
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Re: XC_Engine megathread

Post by sektor2111 » Thu Oct 15, 2020 6:26 pm

Then I am requesting a boolean variable in newer builder called bUsePruning... I believe it's self explanatory... I have a bunch of maps edits without these bPruned and... Titans Patroling, Warlords Capturing Flags and nothing has exploded in the bathroom... By adding Range option for me this builder will have a value of more than 10 jewels. Maybe you can help with a "manual override" control. Add, Edit, Delete - with required reachSpecs wrapping. I'm 200% sure you can do it. Why Manual Control ? I think I can manage the never mapped anywhere reachflag R_DOOR - I know what is about... and perhaps some monsters won't be so dumb trying to get on unauthorized areas - except "big brained" ones. In some UTCoop, MonsterHunt, MonsterArena we might have a good Bot Support without to make a mess with Monsters leaving their rooms. For me time has come to forget default Paths Builder from UT Editor.

Higor
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Re: XC_Engine megathread

Post by Higor » Thu Oct 15, 2020 6:50 pm

I may have to solve the monsters + doors issue using the event chain system instead, a simple flag on the reachSpec is not enough to measure the state of a mover that can do anything.
Custom behaviour on paths may require an unrealscript callback, gotta meditate over that.
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sektor2111
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Re: XC_Engine megathread

Post by sektor2111 » Thu Oct 15, 2020 7:47 pm

Higor wrote:
Thu Oct 15, 2020 6:50 pm
a simple flag on the reachSpec is not enough to measure the state of a mover that can do anything
Yes and no depending on combat situation, a closer creature is Hunting - ignoring paths and charging at Player directly, if creature is far away and player is retreating out of sight such a reachflag for a low brained monster will cause a path lock. Condition is if creature cannot open doors (just a bool and nothing with Player doors - they are not very logically connected) won't pass this flag. Majority of doors are BT_PlayerBump and then... flag won't stop a Skaarj to try forcing door unsuccessful but... not all souls are bunching in spot. Of course this is not a real Map situation (not yet...) but I think it worth adding options for future, maybe some people will have a clue what to do and "how to" for guiding Pawns how they want, spreading troopers, smarts on the right, stupids on the left - even switching sides based on... daylight, lol. R_DOOR reachFlag can be used as a timer hint - a pointer - switching happens here between 1:00am 10:00am, changing path property in run-time, not a complete lock but Player Lock or Monster Lock not for everyone like a BlockedPath - of course options here are... countless.
So far I cannot expect a team-work here with some mappers but... maybe in time a bad-ass mapping team will show up and options are good if are ready to use.

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