These are pointless - map must work or mod is bad coded, forcing movers might mess up Levels - else I probably you want to force a CreatureFactory as well, LOL, is was done only to complete bugs caused by missing creatures - else mappers won't learn ever to deal with triggers if a server is acting like this. Imagine in a server 8 players, 6 playing normal and 2 monkeying opening doors earlier ruining all fun - player need to work in team challenged by monsters not playing in 0 skill - bad settings used last years in servers made good MH mappers to quit working disturbed by the way how was stuff messing up entire idea for MH Level, remaining only a few which don't have to much creativity and neither logic for MyLevel-ing good things. Other time I witnessed a server having more than 200 heal-guns spawned as a protest for a broken map (it was a good one unable to be handled by a wrong mod) and all those players got vanished later, is not a need to explain what I witnessed many times until I quit visiting MH servers because I was nearby to throw up looking at all those "cute" options. No need mentioning some mods removing stuff that is meant to trigger things - factories, and they won't work as long as these ignitions were removed. MH 5.04 was intended to ruin some console errors and tweaking a few common default mistakes without embedded Regens, Colors, 1xx replication things, just ready to be tweaked here and there as needed depending on tastes and a better deal with all kind of Troopers.Chamberly wrote:Well the MH2v3 does have it's own mover open/close but the only thing (but no healgun?)
@Higor - If helps, I'll try to find some old crash-logs coming from collision crash. If you can solve that, from me mission saving UT I guess is completed. Hint: CTF-FaceSE looks like it was one attempt to avoid problems and AS-Rook is another default example in tweaking poor engine's sanity checking. You cannot imagine how much sort of stuff has been reworked just to get over these native troubles (new birds, new decos, new fish, pinatas, no drop weapon, etc - it was ALL about PlayerCanSeeMe() dumb coding) and NOBODY did nothing all these 14-15 years just slopes. TeleporterFixXXYYZZ versions are simply other attempts to get over that collision crash bug and... ruining A.I. paths through those teleporters (monster mess up alarms/patrols, Bot won't hunt/cover/attack you, etc.) original teleporter is disabled being "harmful".
I have another homework for me but might be off-topic here related to replacing some evil NavigationPoints and I'll try to find a way to update correctly upstreams, paths, prunedpaths, and all pathing data...