Tiny observations:
- UMenu.u and UTMenu.u files located into archive won't convince me to change my files (are recently dated so I don't believe in a long time testing) - more than that I don't see any description why I would do that;
- "function MutatorTakeDamage..." - doesn't chain with other damage mutators and I'm not sure if this is entirely desired;
- "modifyPlayer" it can be more simple by testing who is other and if is player give it some-hammer and if is not player give it default hammer. This will help other A.I. like FerBotz to be in account else is too restrictive;
- a strange snipet:
Code: Select all
function Timer()
{
if ( P != None )
{
P.bCheatsEnabled = False;
return;
}
Just wondering if that P is assigned because I did not see any "P = Something" nowhere in there so P is None and nothing will be operated and neither errors shown, to to speak this sequence is useless...
- other things as "ShootTarget" with no Trace is confusing me -
- Last Point noticed - in MY Maps I will add a guard tracker in this case just because my Damage Zones might be linked with some PainPath (if you know how do that works). I simply won't bug Bot routes and neither creating other damaging thing than I did in original, because I test my very few maps done 10-12 times and I do setup to match combat needs.
PS: I don't have a personal affinity for a triple foreach, and from all 3 iterators 2 are referring to Bot ( Mutator is professional ???
![Shocked :shock:](./images/smilies/icon_eek.gif)
) - it could be only one iterator addressing Bot features, restrictive at only Bot A.I., happening in a timer and then other timers are running and... in 2017 I run mainly states not timers.
These are just observations as a neutral player with no rants or bad intentions - I don't play sniper types arenas - I go for Rockets and others.