This is MH 5.04 with logs - IT has to do with mapping not with Shrimp. Shrimp did not touch movers, he could fix issues but it was in purpose to let maps alone as done in original. It says: RTFM for movers.Red_Fist wrote:he grab has nothing to do with me, but I just checked the movers in question and those are the waypoints so when the bot hits it, it causes the mover to work (the buttons) That must be the way the guy (Shrimp ?) wrote the code to work.
Next console:
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DevPath: 1000 navigation nodes searched from LiftExit17!
DevPath: 1000 navigation nodes searched from PathNode71!
DevPath: 1000 navigation nodes searched from PathNode254!
...
ScriptLog: no path to alarm
ScriptLog: no path to alarm
ScriptLog: no path to alarm
To Factory subject - using trigger to start Factory.
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ScriptLog: no path to alarm
ScriptWarning: Counter MH-Electrolyte.Counter8 (Function Engine.Counter.Trigger:018E) Accessed None
ScriptWarning: Counter MH-Electrolyte.Counter8 (Function Engine.Counter.Trigger:018E) Accessed None
ScriptWarning: Counter MH-Electrolyte.Counter8 (Function Engine.Counter.Trigger:018E) Accessed None
ScriptWarning: Counter MH-Electrolyte.Counter8 (Function Engine.Counter.Trigger:018E) Accessed None
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DevPath: 1000 navigation nodes searched from AlarmPoint13!
DevPath: 1000 navigation nodes searched from AlarmPoint13!
DevPath: 1000 navigation nodes searched from AlarmPoint13!
ScriptLog: MH-Electrolyte.TMale2Bot0 health 0 had no weapon
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.TacticalMove.Timer:0074) Accessed None
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (State Botpack.Bot.RangedAttack:0125) Accessed None
ScriptLog: MH-Electrolyte.TMale2Bot0 health 0 had no weapon
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.TacticalMove.PickRegDestination:00F0) Accessed None
ScriptLog: MH-Electrolyte.TMale2Bot0 health 0 had no weapon
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.TacticalMove.Timer:0074) Accessed None
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.Roaming.PickDestination:01CA) Accessed None
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.Roaming.PickDestination:0625) Accessed None
ScriptWarning: TMale2Bot MH-Electrolyte.TMale2Bot0 (Function Botpack.Bot.Roaming.PickDestination:08C6) Accessed None
And logs for Screenshots, please if you don't mind.EvilGrins wrote:Screenshots in the "for Fun" thread probably tomorrow, gotta wait so it's not a double post.
Solutions proposals:
- reduce the number of paths by using some triggers to launch Bot into a Nearest Visible Node if has nothing closer and wanders at walls;
- Ask Higor if using bOneWayPath helps in reducing navigation problems;
- try to respect at least 500 600 UU between nodes;
- use less ammo spots and increase SpawnTime at 2-3 seconds, do not add Pathnodes near Ammo or other Inventories;
- PlayerStart - Useless more than 16 pieces, they just generate paths bugging things - I think 10 pieces higher placed might be more helpful;
- a fat a$$ like Brutes aren't pawns friendly with navigating to alarms, you can slow down this chapter for Big guys.
Edit>
I think UT doesn't allow player on Player spawn-telefrag (because I did no see it) but for sure Bot kills everything which breaths.Higor wrote:- Locate player start, query collision hash for visible players.
- If occupied, spawn player right next to the occupant.
Into some MH2 I have support for 32 Hunters (Goty's Usual Limit ?)Higor wrote:Otherwise, you can ALWAYS alter the Spawn routine in GameInfo @sektor2111.