Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... a4c2c.html
MH-UP_Manor
- EvilGrins
- Godlike
- Posts: 9695
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: MH-UP_Manor
Are the ghosts just for effect or are they monsters?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- sektor2111
- Godlike
- Posts: 6410
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-UP_Manor
If your editor is not rammed yet, you can open map and do some checks.
Edit:
I've adjusted some code for pathing data.
Edit:
I've adjusted some code for pathing data.
Last edited by sektor2111 on Mon Oct 04, 2021 7:54 pm, edited 2 times in total.
Re: MH-UP_Manor
Interesting map and MH conversion
Played the first part of the map and these are from the log
Played the first part of the map and these are from the log
Spoiler
ScriptLog: Warning - can't add biterfish independently from biterfish schools
ScriptWarning: Counter MH-UP_ManorV1.Counter2 (Function Engine.Counter.Trigger:018E) Accessed None 'EventInstigator'
ScriptWarning: Counter MH-UP_ManorV1.Counter1 (Function Engine.Counter.Trigger:0037) Accessed None 'EventInstigator'
(These two repeat quite a lot)
ScriptWarning: FortStandardMH MH-UP_ManorV1.FortStandardMH12 (Function MH-UP_ManorV1.FortStandardMH.Trigger:000A) Accessed None 'EventInstigator'
ScriptWarning: Counter MH-UP_ManorV1.Counter2 (Function Engine.Counter.Trigger:018E) Accessed None 'EventInstigator'
ScriptWarning: Counter MH-UP_ManorV1.Counter1 (Function Engine.Counter.Trigger:0037) Accessed None 'EventInstigator'
(These two repeat quite a lot)
ScriptWarning: FortStandardMH MH-UP_ManorV1.FortStandardMH12 (Function MH-UP_ManorV1.FortStandardMH.Trigger:000A) Accessed None 'EventInstigator'