Dangerous Tentacles
Dangerous Tentacles
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
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Re: Dangerous Tentacles
Possibly intended to be UT_Grenade which is immediately above the UT_ShellCase in the Actor->Projectile tree? Who knows really - possibly indicates that the map wasn't tested before release (so I would be wondering what other issues are there in this map?).
Of course, given the proximity of the tentacles to each other and the positioning of them, most explosive (and even other projectiles) would cause more damage to those firing the projectiles than to an opponent.
Of course, given the proximity of the tentacles to each other and the positioning of them, most explosive (and even other projectiles) would cause more damage to those firing the projectiles than to an opponent.
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Re: Dangerous Tentacles
For the tentacles' Neutral Special, it wields a GUN!
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- sektor2111
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Re: Dangerous Tentacles
If this map is accidentally called NoRush I think I have a NORMAL* version.
Info___:
NORMAL means that a few things were adjusted, certain junk data removed and Bot Support available based on original MH503.
Here, for others having a hobby toward Bots and their needed "Fire Power" due to real dangerous Tentacles, I think I have some Node telling them to get some weaponry instead of racing to objectives poorly armed - requires manual paths handling/mangling due to environment... or the knowledge in how this node must be placed for Goblin's "pathing" activity.
Info___:
NORMAL means that a few things were adjusted, certain junk data removed and Bot Support available based on original MH503.
Here, for others having a hobby toward Bots and their needed "Fire Power" due to real dangerous Tentacles, I think I have some Node telling them to get some weaponry instead of racing to objectives poorly armed - requires manual paths handling/mangling due to environment... or the knowledge in how this node must be placed for Goblin's "pathing" activity.
Spoiler
Code: Select all
class InvNode expands PathNode;
event int SpecialCost(Pawn Seeker)
{
local Bot B;
B = Bot(Seeker);
if ( !Seeker.bIsPlayer ) //Deny Monster heading to Player Base
return 100000000;
if ( B == None ) //External alien support
return 0;
if ( B != None )
{
if ( B.Weapon != None && B.Weapon.AIRating >= 0.5 ) //Using weapon specific rating - crawl for a good weapon before passing through this node
return 0;
else
return 100000000;
}
return 100000000;
}
defaultproperties
{
bNoDelete=True
bStatic=False
bSpecialCost=True
bHidden=True
}
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Re: Dangerous Tentacles
How about status based inventory? Say for example that bot can not enter area unless it has shield or armor... or required health points.sektor2111 wrote: ↑Tue Apr 26, 2022 12:38 pm If this map is accidentally called NoRush I think I have a NORMAL* version.
Info___:
NORMAL means that a few things were adjusted, certain junk data removed and Bot Support available based on original MH503.
Here, for others having a hobby toward Bots and their needed "Fire Power" due to real dangerous Tentacles, I think I have some Node telling them to get some weaponry instead of racing to objectives poorly armed - requires manual paths handling/mangling due to environment... or the knowledge in how this node must be placed for Goblin's "pathing" activity.Spoiler
Code: Select all
class InvNode expands PathNode; event int SpecialCost(Pawn Seeker) { local Bot B; B = Bot(Seeker); if ( !Seeker.bIsPlayer ) //Deny Monster heading to Player Base return 100000000; if ( B == None ) //External alien support return 0; if ( B != None ) { if ( B.Weapon != None && B.Weapon.AIRating >= 0.5 ) //Using weapon specific rating - crawl for a good weapon before passing through this node return 0; else return 100000000; } return 100000000; } defaultproperties { bNoDelete=True bStatic=False bSpecialCost=True bHidden=True }
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Re: Dangerous Tentacles
I had this in my head but... I discarded idea right before to start working on it...Old UT Veteran wrote: ↑Tue Apr 26, 2022 8:05 pm How about status based inventory? Say for example that bot can not enter area unless it has shield or armor... or required health points.
Reason - > A "happy" mutator replacing items in maps will do damage in these cases... until such a Network is capable to run a test first and detecting if current environment is suitable for toggling routes - if not, keep network "static", free to roam.
For health chapter I already had such node - it was too easy - is based on JumpSpot vs Bot deal. Bot won't ImpactJump without certain amount of health. Such a node is more easy if it does only a health check without extra calculations.
Spoiler
Code: Select all
class WeakNode expands PathNode;
var() int ReqHealth;
event PostBeginPlay()
{
if ( ReqHealth > 10 )
bSpecialCost = True;
else
log("> ReqHealth is inconclusive. Node won't react.",Name);
}
event int SpecialCost(Pawn Seeker)
{
if ( Seeker == None )
return 100000000;
if ( Seeker.Health < ReqHealth )
return 100000000;
else
return 0;
}
defaultproperties
{
bNoDelete=True
bStatic=False
bCollideWhenPlacing=False
CollisionRadius=20.000000
CollisionHeight=40.000000
RemoteRole=ROLE_None
}
Re: Dangerous Tentacles
Story does not end: same mapper, but other map.
ScriptedPawn(Other) .RangedProjectile is a Projectile? The following seems not to work:
Could be a candidate for a map checker, but how to check if ScriptedPawn(Other) .RangedProjectile is a Projectile? The following seems not to work:
Code: Select all
foreach AllActors(class'ScriptedPawn', SP)
if (SP.RangedProjectile != None && ! SP.RangedProjectile.IsA('Projectile'))
{
logger(LOG_Warning, "CheckRangedProjectile", SP $ ".RangedProjectile ==" @ SP.RangedProjectile);
ErrCount++;
}
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: Dangerous Tentacles
Code: Select all
foreach AllActors(class'ScriptedPawn', SP)
if (SP.RangedProjectile != None && SP.RangedProjectile.IsA('ShellCase'))
{
logger(LOG_Warning, "CheckRangedProjectile", SP $ ".RangedProjectile ==" @ SP.RangedProjectile);
ErrCount++;
}
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Re: Dangerous Tentacles
Yes, this is what I've removed recently from MapGarbage because it did not work for some (unknown to me) reasons. The check was supposed toward a non-projectile class and reverting it to default. The result was a misery, every single monster way changed to original projectile class - either way reported as being wrong configured...Barbie wrote: ↑Sun May 01, 2022 9:44 am ScriptedPawn(Other) .RangedProjectile is a Projectile? The following seems not to work:Code: Select all
foreach AllActors(class'ScriptedPawn', SP) if (SP.RangedProjectile != None && ! SP.RangedProjectile.IsA('Projectile')) { logger(LOG_Warning, "CheckRangedProjectile", SP $ ".RangedProjectile ==" @ SP.RangedProjectile); ErrCount++; }
Another time I'll try to figure what would be needed - perhaps trying to deal with "ClassIsChildOf"...
Re: Dangerous Tentacles
Yes, but my intention was to check if the value RangedProjectile is a projectile. While I was mislead that 'ShellCase' is NOT a projectile but in fact it is. So my above code works, but didn't show up any warning because 'ShellCase' IS a projectile.Buggie wrote: ↑Sun May 01, 2022 10:34 amCode: Select all
if (SP.RangedProjectile != None && SP.RangedProjectile.IsA('ShellCase'))
Yes, that also works fine:
Code: Select all
if (SP.RangedProjectile != None && ! ClassIsChildOf(SP.RangedProjectile, class'Projectile'))
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: Dangerous Tentacles
Yes. I not start pay attention to that.
You can use both check. For NOT projectile or some well-known bad projectiles.
You can use both check. For NOT projectile or some well-known bad projectiles.
Re: Dangerous Tentacles
Does "IsA()" function work properly for static objects in v451b and older builds?