XC_Engine add-ons-XC_MonsterHunt-NavAdder stuff

Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Sat Sep 02, 2017 7:46 pm

Guys, probably you have lost important info/things describing v451, explanations granted by Higor were bugged by some spam posting loading forum with crap on first pages in those times by 2 sudden addicted members. Also is not the case for redundant posting but a few personal recalls won't hurt:
UTPG were (are ?) a team interested to keep UT alive - They are quiet from 2004 ? Interesting.
Patch v451 is being mainly for servers because servers are under stress not players. Why every single guy first time must fail with that update since is not the best and this is being already described. 451 is not for players.

If you don't have a good reason for updating your client stay at 436 and forget UTPG. Even 440 is borked showing retarded data at F6 key. If you are blindly trust that the last version of one thing/application is the best, well this is wrong by default, especially when OTHER dudes than developers are doing those updates.
Me personally I went in troubles with 451 even in servers. At least Windows is crashing eating memory and Linux will develop memory fragmentation finally crashing as well. As player you cannot check some map because... Editor is crapped. Something missing from Editor if was used in a map will deliver only a failure.
My personal notes post XCGE add-ons: I'm no longer recognizing any so called v451 as being an Engine - for me is not. If you want troubles keep using 451 and don't cry when things are turning into garbage.
And that 468 or such for me is a myth. Why ? Because I did not see anyone saying I have it (is good, is bad) I don't believe fantasies that easy. XCGE already does a lot of things/patches and new coding gates are open. Why should I waste time with a v451 which was pretty much painful ? I had a server ON-Line for about 3 years non-stop, What For ? For collecting crash-logs and looking at game-tracker for the most loaded map: some ResetMap. Awesome, ResetMap was the best. Right now I run 436 and alternate 440 and XCGE last version on both - I don't have a single pain - my redirect is well configured, I learned to do this from another guy helping me years ago (now is probably gone from UT - I don't know details, I'm no longer using YH messenger for years).
Want to play UT properly ? Find an XC server with sorted maps. Simple. Ah, there are not many such servers or not matching your tastes ? Okay, build one yourself. And play with 436 version, that's all.
Yes, I was playing at HOF - indeed maybe things still need tuning there, getting rid of crapped maps added in the past, making replacements properly because whatever a monster dropped items just hangs in air - and decorations dropping items do not respawn correctly as should. Because of DJ, I jumped high in some map and I felt in a BSP from the sky - LOL map and DJ. These problems for me are solved so I can breath and... I deleted ResetMap because I don't need it any more. Schwartz is a bit busy with some DM works at this moment, perhaps in future will attack MH. I'm not in charge there to sort/delete stuff, is not my server to do what I want with it, and it would be disrespectful to take decisions by myself.
Aside for this MH and generally any MH I can write another regenerator without so much iterations and timer, is not a priority because 80% I will not using it. MH2 has a changed technology, and for XC MH I don't need such things.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Thu Oct 12, 2017 9:45 pm

Bump - little thoughts
By using XCGE or a conformed sort of Botpack I think that Bot specific only stuff can be... MORE properly written. What is about ?
While JumpSpot is rejecting non-Bot pawns because they cannot hold ImpactHammer, JumpBoots or Translocator - but PlayerPawn can held them but is being rejected, I think we still have some borks toward these - and having no logic at all. I'm asking a question: Why a Manta should not follow these "jumpy" paths since it can fly reaching practically where it wants and... it is a good swimmer. Eh ? All right, here is what I'm using - I will not keep these as secrets:
JumpSpot reaction:
Code: Select all
event int SpecialCost(Pawn Seeker)
{
   local Bot B;

   if ( Seeker.bCanFly ) any flier will go through
      return 100;
   if ( Seeker.PlayerReplicationInfo == None ) //other creatures not
      return 100000000;
   B = Bot(Seeker);
   if ( B == None ) //Non bots but players having stuff will go through
   {
      if ( Seeker.FindInventoryType(class 'UT_JumpBoots') != None || Seeker.FindInventoryType(class 'JumpBoots') != None )
         return 5;
      if ( ( Seeker.FindInventoryType(class 'ImpactHammer') != None && Seeker.Health > 90 )
      || Seeker.FindInventoryType(class 'Translocator') != None )
         return 100;
   }
   else //Bot is under condition - MBot family as well
   {
      if ( B.bCanTranslocate || (B.JumpZ > 1.5 * B.Default.JumpZ)
         || (B.Region.Zone.ZoneGravity.Z >= 0.8 * B.Region.Zone.Default.ZoneGravity.Z) )
         return 300;
      if ( bImpactJump && B.bHasImpactHammer && (B.Health > 85) && (!B.bNovice || (B.Skill > 2.5))
         && (B.DamageScaling < 1.4) )
         return 1100;
   }
   return 100000000;
}

TranslocDest - specific to aerial travel - ALSO why NOT flier monster ?
Code: Select all
event int SpecialCost(Pawn Seeker)
{
   if ( Seeker.bCanFly )
      return 100;

   if ( Seeker.PlayerReplicationInfo == None )
      return 10000000;
   else if ( Bot(Seeker) != None && Bot(Seeker).bCanTranslocate )
      return 300;
   if ( Bot(Seeker) == None )
   {
      if ( Seeker.FindInventoryType(class 'Translocator') != None )
         return 100;
      else
         return 10000000;
   }
   return 10000000;
}
function Actor SpecialHandling(Pawn Other)
{
   local Bot B;

   if ( Other.bCanFly )
      return Self;

   if ( Other.PlayerReplicationInfo == None )
      return None;
   if ( (VSize(Location - Other.Location) < 200) //Still allow this by default in first occurrence ?
       && (Abs(Location.Z - Other.Location.Z) < Other.CollisionHeight) ) //These Paths are None in non-transloc games anyway
      return self;

   B = Bot(Other);
   if ( B != None )
   {
      if ( (B.MyTranslocator == None) || (B.MyTranslocator.TTarget != None) )
         return None;
      B.TranslocateToTarget(self);
      return self;
   }
   else
   {
      if ( Other.FindInventoryType(class 'Translocator') != None )
         return Self;
      else
         return None;
   }
   return None;
}

To mention: if funky things happens these can be tweaked different.
TranslocStart
Code: Select all
function Actor SpecialHandling(Pawn Other)
{
   local Bot B;

   if ( Other.bCanFly )
      return Self;

   if ( Other.PlayerReplicationInfo == None )
      return None;

   B = Bot(Other);
   if ( B != None )
   {
      if ( !B.bCanTranslocate )
         return None;
      B.TranslocateToTarget(self);   
      return self;
   }
   else
   {
      if ( Other.FindInventoryType(class 'Translocator') != None )
         return Self;
      else
         return None;
   }
   return None;
}
These should be fully compatible with any Plain UT client 436 because they don't use any new value to mess up NET compatibility - but if we are using XCGE we can trigger a new class VIA server packages forcing client to know about any new deals.

Reasons for using these.
- While I'm playing DM CTF and adding monsters in games, let's say that my "team" monsters tracking carriers should be able to do that task else they are useless. At least a manta or other should be able to remove carrier if has the chance helping team to reach at Flag and recovering it.
- In DM games player/Bot running away and happily camping in some unreachable spot should be murdered properly else I don't see where is the challenge.
- Testing DM maps using BotyMan3 type testing stuff will return more real results - so a new map has chances to be done almost perfectly.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby Spectra » Mon Oct 23, 2017 4:18 pm

Using XC_MH v1.01 and MH504, the players and bots spawn empty handed.
No problem with 503, but gives me some logs errors...
Code: Select all
ScriptWarning: Fly MH-Canyon.Fly14 (State UnrealShare.Fly.TacticalMove:0019) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.Timer:0026) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.Timer:0042) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:007A) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:0082) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:00EA) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:012A) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:019B) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:03AD) Accessed None
ScriptWarning: Fly MH-Canyon.Fly14 (Function UnrealShare.ScriptedPawn.TacticalMove.PickDestination:03DC) Accessed None


Edit-----------
This crash happened in NaliVillage][, where the bot went up the ramp and the skaarj berserker did not follow him and after 2 sec - crash.
Crash.png
Crash.png (14 KiB) Viewed 2892 times


Edit2--------
Pupaes got drunk and started to attack those tiny fire flies or horse flies whatever it is called.
PupsFly.png
Last edited by Spectra on Mon Oct 23, 2017 6:02 pm, edited 1 time in total.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Mon Oct 23, 2017 5:59 pm

Spectra wrote:Using XC_MH v1.01 and MH504, the players and bots spawn empty handed.

Some mod or whatever setup which you did removes default weapon - see what exactly do you use as default weapon, you have to check well your mods/inis I have never seen such issues.
Spectra wrote:No problem with 503, but gives me some logs errors...
I spoke about ScriptedPawn tweaking already. That's why exist ReplaceFunction and conforming a better UnrealShare for server will prevent a lot of pain.
XC_MonsterHunt runs at HOF with no issues - as a sample. Else I do run a mixed MH thing in server - I simply do not have any sort of issues, XC_MonsterArena is nice as well. Do check codes and figure your replacements.
Like I said REPLACE that Berserker using REPLACEFUNCTION - send turd to state waiting with no "super.crap" called because it does a bad loop Attacking SetEnemy WhatTodoNext. If you want it more cute probably SYF will help a bit but not that much, teaming monsters is hard without tweaking.

Edit2:
Spectra wrote:Pupaes got drunk and started to attack those tiny fire flies or horse flies whatever it is called.
That's OFF-Line which I'm not bother to play, And yes, Monster is attacking every Life form with no exception - that's my MH option...

Edit3:
By looking at image you probably "return False" any dispersion or such default weaponry, your mod is guilty for empty hands...
Aside, perhaps you will want to take a look at something private...
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Wed Nov 08, 2017 8:59 pm

Another stuff using XC_Engine v20 with Externall Collision LIB - Windows tested.

It's more a sort of patcher-loader-tweaker mutator loading files needed according to map names used. I did not do a bunch of them, I have just done patching samples around 2 maps which were painful in years around 2008 and other poor one.
Archive with mutator and optional components is this one:
NavAdder.zip
(387.98 KiB) Downloaded 73 times

Summary Specs:
This Mutator does paths-network tweaks so it is recommended loaded before other tweakers (in run-line for me), called as NavAdder.NavAdder in front of mutators. This is a small one doing a basic Level check and looking for a truncated Map-Name related package (creating logs for future updates). If such a shorter named package is found it will be spawned and that's all. Package loaded will proceed to do required task itself IN SERVER which are related to action control. It also will attempt to load a package having prefix "P_" and the rest is the same Map-Name type string.
This "P_" is a client-side mapped in packages automated so it has to be added to redirect if it does exist else XC_Engine will send it to player in specific high speed.
By loading it fast it will create even waypoints for MH2 types (self made and similar) making them to work with Bots as well.
This is a sort of task which Botz mutator does and attacking evil stuff from maps, client side is able to spawn visible things (decorations or other markers).
This is an option which I've loaded and which supports separate future updates without to modify nothing later, and just dropping some U files in System Folder. Each map will have its own patching file.
Known issues:
1) Collision - If we do have original UE for default player, it might crash client (rarely indeed) around teleporter troubles at random. I suspect a random missing related replication frame and player does a fake stupid prediction and crashing in "...ActorLineCheck" garbage default code - Without XC stuff player is not that helped. Else I did not figure server problems after finishing modules more properly. I used my TeleporterBugger here helping server, but player... I think cannot be aligned perfectly to server regarding to any super-duper control - in hoping to not wrong here. Probably some Lost Relevance VS Location and Velocity are doing some crap in computing coordinates from player. This chapter perhaps need some future works. This also might be a consequence of pushing Teleporters higher in order to prevent telefrags and blocks in those areas - BAD SPOTS anyway.
2) Default Bot - there are maps with crapped small ledges where Bot might be sitting there forever or unable to pass a knee obstruction - I did not have many Issues with MBot(_F) at this point. Geometry patching is not that doable, however... I decreased BT difficulty from "Inhuman" to "Adept" skill in order to get some weapons (do not ask how is done this - tricks learned from EPIC making me to blowup myself based on their deliberated BSP "bugs").

By any matter if this stuff looks evil, get rid of it. Do NOT Enjoy ! This is one of my exercises around new UScript stuff (I wrote patchers from byte 0).
Credits so far goes to Epic for the Game and Higor for his work. Special thanks goes to mappers making me to do this stuff.
So far, 2 maps which were doing damage to a default MH server (like my old one) now are going improved. I'm not bother to test this mutator with Nexgen any...

Edit: Tiny change, I forgot to move TouchProtector for Position10 when I rewrote target location. I've fixed it now.
Edit2:Errata file INEDRESEARCH for map BirdBrainedResearch
Error: RadiusMove17 has a wrong PathNode set it has PathNode166 and it should be PathNode164 else it will show random borks. My apology for troubles. Here is the file updated Dec_03_2017
Attachments
INEDRESEARCH_03_Dec_2017.ZIP
Updated and Fixed RadiusMove17 errors - file belongs to original package.
(49.43 KiB) Downloaded 61 times
Last edited by sektor2111 on Sun Dec 03, 2017 4:10 pm, edited 2 times in total.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby Higor » Wed Nov 08, 2017 9:25 pm

sektor2111 wrote:Special thanks goes to mappers making me to do this stuff.

:lol2:
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Wed Nov 08, 2017 11:33 pm

I know now it's fun but it was a pain, no, I lie, I real pain. I have memories with these maps when I meet nice people and losing chat when server was crashing (any server) LOL.
But now, because of you, Higor, I can drink some stuff any playing relaxed... :D .

Edit: Format Note
Perhaps mutator might go into a XC_Engine_Actor formula (like XC_Titans) but I'm afraid to not do tweaks too fast... because it looks like injecting paths doesn't need to be fast, it's doable even later. I think I can build some area based on an Event. Monster killed = new paths created, I'm 99% convinced that it will not crash game at all.

Edit2: Sudden recall.
It was a map pretty much located in more places, something like MH-WierdOrWonderful if I'm not mistaking. Totally not playable due to missing playerstart actors. I would like to see if exist a chance for a game or doesn't worth any effort for that crap haunting servers for years. Now it do seems vaporized from majority of locations - it looks like finally all admins removed it.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Wed Nov 15, 2017 7:50 pm

Update for map MH-Krogaar.unr, the same Precipitation spam fixing and removing (they were two spammers) and a few mover tweaks, also some nodes in isolated zones have been linked to paths network. A few Client -Side things are available as a completion to confirm patcher's presence.
Setup:
In a XC v20 server or Stand Alone game with NavAdder mutator loaded drop files from archive in System. "P_" package also has to be in redirect because it will be loaded on demand when map is running.
KROGAAR.zip
(78.04 KiB) Downloaded 64 times
That's all.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Sat Nov 18, 2017 10:59 am

Update for map MH-{mcslc}-WarOfMonsters.unr (not provided in package) by None (seriously it's unsigned I did not know that None is a mapper :lol2: )
Reason of patch module(s) for NavAdder mutator:
- unique Mover0 is being retarded with a StayOpenTime for more than a few millions of years :barf: ;
- Paths are missing even this map could work perfectly in that geometry.
Related to paths problems from starting spot, these are perfectly bugged by Edy Goblin - None mapper is not guilty for that looping sh!t. None was just trying to do a map for MH community regarding to funky file-name - I don't have Win-doze issues at this point. Also for Linuxixi, name can be changed because that tag will not affect modules if is different renamed but keeping the rest of string "WarOfMonsters.unr" as it is.
Game-Play went improved toward MBot which I tested. If default Bot cannot pass a knee obstruction is not my problem, default Bot is not done by me. This map is pretty loaded and some pupae pawns are spawning in different spots being teleported during fall. If in some "Raw" server/game they won't fall, issues are yours, factories are set with falling. By default pupae is not intended to fall, awaiting for an enemy. Collisions are not subject for patching (teleporters hehe) but I went to do patch-modules for testing purposes toward collisions and so far I did not have troubles, neither with pupaes spawning and not falling. A lot of them were killed during their attempt to crash server being punished by TelTweaker.
Client side will spawn some decorations, "badge" (ugly crap) is not messing up all time, it will go vanished and appearing from time to time - as in a ServerAdds chapter.
WAROFMONSTERS_PatchModules.zip
(39.41 KiB) Downloaded 46 times

Setup:
Simple as usual. In a XC v20 Server/Game with NavAdder mutator loaded, drop U files in System and create redirect for file with prefix "P_" automated as package when map is running.

Note: Remove these patch modules and map if are causing pain.
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Sun Nov 19, 2017 12:43 pm

After testing intensive the battle around first area, I noticed a server-crash toward collision chapter.
I have pushed middle teleporters higher and decreasing spawning rate for pupaes allowing them to walk properly through teleporters, things seems more stable right now, I'm going to setup an update link with these required modules soon with all recent modifications.

In meantime I will see another one, something like CryptRunners with movers set with infinite timers - someone was a sort of programmer but clueless to do the right setup - in UT more experts have failed after all, I'm not sure which is the reason for firing a bunch of timers in Level with no final point... just leaving them to run forever... :noidea
Edit:So far Paths and Movers have been solved, a little "sign" comes with info toward another stuff (MonsterEvent, some HealrhVials added, fine tuning for some pickups), I gotta see what anything else might be useful here. Also it do seems to have some duplicated actors even is a good looking Level - probably Copy-paste a la sort of thievery or using different parts was not a healthy way of mapping...
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Thu Nov 30, 2017 3:34 pm

Until to take a decision toward that "CryptRunners" map which needs Re-Edited for a better play-ground, I went to setup a bit of Bot party and spam removal for map (known maybe)
MH-(dU)-Dormant.unr

which as usual doesn't have to many paths. By using a few Bots (with some problems at lift area) and then a few MBots types I could have a joy around...
drm_01.PNG

drm_00.PNG

Because someone dropped two pieces of wood in water we can use them for easily getting Scuba without headaches, else insanity of spawning is reduced at normality, lift's mechanic was fired out because he was moving lift up during movement to down-way bugging hunters (and monsters), we have a MonsterEnd reduced in collision because that size was not necessary at all. Let's say that not every single spot is tuned for Bot's play but... they will not have many troubles in water as in other raw maps. However and not the last thing Bot pathing is properly injected in run-time and it do works normally based on DevPath because this is one of those maps respecting building rules without stupid rebel methods in useless over-sizing zones.
Here we go:
(DU)-DORMANT.zip
(460.42 KiB) Downloaded 63 times

Setup is simple. In a XC game/server at least v20, load mutator NavAdder and drop these files in system. Lzma file is addressing redirect so you can create an UZ one for UZ redirects (by compressing U file accordingly with prefix "P_") this being client side automated as package by NavAdder. That's all.
If nobody is being interested to chat about these tweaks probably I can keep them private without sharing them any longer and this topic can be ended from being public.

EDIT: Observation by self person while I was blabbering through these fixes.

Skaarj and their touch problems might be haunting you for years even from now on if nobody is changing some rules (with chances to break other stuff).
Server-Side file patcher notes.
Some Skaarj are fixed if they have no weaponry. Others seems to get weaponry. Why some of them have weapons and others not ? By recalling old maps and looking here I simply can see that pawns moved from ground into a higher spot will fall. During fall in autostate touch function seems to fail. Pawns happily sitting in map were holding original weapons but those pushed up were forced tweaked by a map guard. This problem is not a fantasy of mine I as could see. Mutator for getting random weapon which I did loads ammo first for player and then weapon based on the same Skaarj Code. AT random times, players (ANY) are failing to get BioAmmo - that one has Falling at default physics - so we have again PHYS_Falling mooing at the Touch while the stuff is being set with physics and not later - if these are happening later, they do work. Ammo can be collected later after landing. In some old map where a bunch of Skaarj with Insta were supposed to be a heavy threat, they went retarded due to a high location of spawnpoints. They were spawning, falling and then weapon was happily sitting in spot being collected by nobody. The same issue seems developed in all maps where monkey mapper was moving them upper for no valid reason. In heavy timers when everything reacts slower - really slower, autostate seems to occur during this fall initialized around first tick of actor - this combination do seems to make pawns to fail their Touch. EPIC, you have rammed ALL - thank you.

Result: I will recheck pawns weapon-holders placement and then I will update Server-Side file. All pawns are going to be quickly moved to the ground where they won't fall and map guard will load them with weapon in case of failure, else guard will fail to figure weapon since it was spawned too high and it goes too far from Pawn...

Other Note:
MH2 types reacting fast toward End will lose it as reachable, new one seems added too fast. I will use another MonsterWayPoint around protected...
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Fri Dec 01, 2017 8:48 pm

Bump with a few corrections:
- relocating troopers with problems - now I see them mainly good;
- CreatureFactory2 is a profanity - pawns spawned were supposed to guard "Boss". There is not such tagged actor so we have great messages by server - lol mapping;
- a node developing hitwall loop for Bot has been moved for preventing such links - probably a BSP problem makes a mess there...
- a teleporter causing a strange bot teleport bug hanging where player will never hang has been moved - at once with other points too.

To do: Test and updating. No mismatch will happen because it's a server-side tweak using automated actor's native replication.

EDIT: This is ready with a few completions.
(DU)-DORMANT_ss_rev.zip
Only server-side file.
(28.61 KiB) Downloaded 59 times


And now If you don't mind I'll fix MH-Antalius. A beautiful map but properly rammed with BlockMonsters.

EDIT:After clarification with useless blockers and burguers used in map, now I'm sitting down thinking what to do with those "nice" pawns. I'm really bugged trying to solve those "mesh-crapped" predators with their secret animations - server cannot find them so I think are a "trade secret". I don't see any valid animation that can be used in TakeDamage situations - is NOTHING at this chapter, probably I will put another creatures if not even completely removing them at once with insekt having stupid projectiles... A really nice ambience and action is bugged with dumb packages...
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Re: XC_Engine add-ons - XC_MonsterHunt

Postby sektor2111 » Sun Dec 03, 2017 12:15 am

Bump: MH-Antalius in stage

Short Speech:
This was doing some nice feeling when it was announced but with deceptions as well. Bot Support and no Bot Support. We have here a bunch of paths except some essential spot THE LAKE from first area, we have useless BotBurguer actors - utterly not needed, and we have... awesome BlockMonsters making bot retarded and... also useless. I really can play map with default health without issues as long as that Titan from begin is... weak. Some "monsters" in here have died because of a powefull explosion occurred in a nearby server. Predator died and also insekt because they were forgetting their shields - take this as a joke for now....
Cli_Antalius.png
They are resting in graves accordingly because we can use other types with no single problem...
Paths suffered a bit of corrections - removed BotTeleporter types (burried in ground) useless and looking stupid, seriously. Links lost were added with a single node on first stair - no A.I. support added for "Secret Rocket Launcher", yes it was secret, another one is available later in map and is not a secret any more :lol2: not added/tweaked, it's original - heh logic.
Some spots making Bot confused has been tweaked, specs removed Spots burried, new paths mapped and dead points added back (SpawnPoints creating useless paths). Other InventorySpot actors have been eliminated and shorter routes created.
Paths responded at MHBotyMan4 tester and 5 Bots were able to complete map by themselves.
Server-Side (with paths tweaking) and Client-Side (optional admin/gamer thing) are here:
ANTALIUS.zip
Server-Side and Client modules for NavAdder loader mutator. Redirect stuff it's, also included.
(563.66 KiB) Downloaded 61 times

Edit:Component updated for Map BirdBrainedResearch - it was an error related to RadiusMove17 actor with a wrong PathNode, update is here
viewtopic.php?f=15&t=11630&p=102320#p102320
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Re: XC_Engine add-ons-XC_MonsterHunt-NavAdder stuff

Postby sektor2111 » Sat Dec 09, 2017 12:14 am

Bump: CrystalMine3 main pathing attempt.
For this map we have Bot support until zone where monsters are finished not until end. I can expect different troubles with default Bot and default MonsterHunt. Since I'm using other MH stuff for me these were pretty much useful so I shared them but they are not a must-have in all environments...
As usual NavAdder and XC_Engine V20 is required as a main core and modules are loaded if exist. Archive includes source-codes (not compiled in usual way) and a little doc. UZ LZMA files are for redirecting purposes if these are part of a server. We have tweaks done to map not only paths added, these can be useful (I think).
Module-packages files can be updated if are not suffice (loading spots, timers, etc.)...
P_CRYSTALMINE3.ZIP
(1.84 MiB) Downloaded 60 times

Credits for mapping goes to Terraniux and tech support by Higor - environment has been developed by Epic.
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Re: XC_Engine add-ons-XC_MonsterHunt-NavAdder stuff

Postby sektor2111 » Mon May 28, 2018 11:46 am

XC_MonsterHunt has a conformed update for some reason, probably not that important but for me was important enough to not mess here.

In case of high ping connections, player joining was receiving multiple Speed_Aligners (for tweaking shit mapping) and I was trying to figure why tracing them with a TAG using a default iterator did not work as I was expecting. I have updated mod using Higor's iterator simple without tag checking. Update will not cause any mismatch because it's conformed with previous XC_MonsterHunt located in the same fore-mentioned location from my GDrive. Archive is called XC_MonsterHunt_1_02.zip. Link to these MH versions is being posted here at bottom of post.
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