MH-Vietnam
-
- Godlike
- Posts: 3246
- Joined: Sat Mar 21, 2020 5:32 am
MH-Vietnam
Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 482ef.html
https://unrealarchive.org/maps/unreal-t ... 482ef.html
You do not have the required permissions to view the files attached to this post.
-
- Godlike
- Posts: 3246
- Joined: Sat Mar 21, 2020 5:32 am
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Gasbag995 is unreachable.
And we found some misplaced monsters:
And we found some misplaced monsters:
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 10285
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: MH-Vietnam
Wow... the Viet Kong are looking really weird these days.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Trigger7 triggers itself. Maybe that was the reason why the Movers 'wawa' didn't open nor the button (Mover3) moved. At another test match it worked proper.
BTW: these Movers should move only once and therefore mapper has set "StayOpenTime" to 10000. "bTriggerOnceOnly" would be the better choice.
BTW: these Movers should move only once and therefore mapper has set "StayOpenTime" to 10000. "bTriggerOnceOnly" would be the better choice.
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Happened again: Movers with tag 'wawa' were not activated (bars and button).
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Meanwhile I've spend some hours searching the reason why the bars (Mover{39, 46, 47, 48}) and the button (Mover3) are not activated sometimes (on server). I was not able to reproduce it, but when I joined the server while that map was running, I saw that the red flag (FortStandardMH1) has vanished but above mentioned movers stayed in their initial position.
I think I've found it with console command admin causeevent FortStandard4: Krall169 and Behemoth75 are located within the gate bars. Because these movers have ME_ReturnWhenEncroach, they return to initial position.
Solution: set ME_IgnoreWhenEncroach for bar movers.
Solution for futures: keep automated generated Pawns away from movers.
PS: On server "BarbiesWorld" it happened only 30% of all matches because the MapPatcher removes 70% of ScriptedPawns randomly.
Automatically merged
Solution: set ME_IgnoreWhenEncroach for bar movers.
Solution for futures: keep automated generated Pawns away from movers.
PS: On server "BarbiesWorld" it happened only 30% of all matches because the MapPatcher removes 70% of ScriptedPawns randomly.
"If Origin not in center it be not in center." --Buggie
-
- Average
- Posts: 35
- Joined: Sun Feb 06, 2022 2:16 pm
Re: MH-Vietnam
Quite often small monsters (manta, pupae) blocking lift.
Unavailable goodies in the shelf.
(ofc players could used translocator...)Unavailable goodies in the shelf.
You do not have the required permissions to view the files attached to this post.
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
That is caused by the GiftFromDecorationMutator. If a box is destroyed, it might spawn a goodie there.
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Same is true for the Movers with Tag "brama1" (opening to underground). SkaarInfantry110 seems to block it.
(See also bug report on forum.barbies.world.)
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Some more observations:
And then tons of these:BiterFishSchool3 fell out of the world!
BiterFishSchool2 fell out of the world!
BiterFishSchool4 fell out of the world!
Gasbag938 flew out of the world!
Can't that be fixed in the sources?BiterFish MH-VietnamV0.BiterFish140 (State UnrealShare.BiterFish.Swimming:00FE) Accessed None 'School'
if (School != None) ...
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 3246
- Joined: Sat Mar 21, 2020 5:32 am
Re: MH-Vietnam
No. BiterFish at all not designed for use without School. In fact if you place it on map directly, it destroy on map load with warning in log:
"Warning - can't add biterfish independently from biterfish schools"
But in your case School fell out of the world and turn to None. Which is not regular case. So need solve it.
If School not fell out of the world, then all must be fine. So need find and eliminate/mask BSP hole.
"Warning - can't add biterfish independently from biterfish schools"
But in your case School fell out of the world and turn to None. Which is not regular case. So need solve it.
If School not fell out of the world, then all must be fine. So need find and eliminate/mask BSP hole.
-
- Godlike
- Posts: 2999
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-Vietnam
Tell this the mappers around the world. There are a lot of maps with BiterFishes without a school.
Code: Select all
grep "Warning - can't add biterfish independently from biterfish schools" Logs/ucc.init*|wc -l
2205
Automatically merged
their T3D code
Code: Select all
Begin Map
Begin Actor Class=BiterFishSchool Name=BiterFishSchool2
FootRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
HeadRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Level=LevelInfo'MyLevel.LevelInfo0'
Tag="BiterFishSchool"
Base=LevelInfo'MyLevel.LevelInfo0'
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Location=(X=416.000000,Y=-998.000000,Z=-1023.000000)
OldLocation=(X=416.000000,Y=-998.000000,Z=-1023.000000)
bSelected=True
Name="BiterFishSchool2"
End Actor
Begin Actor Class=BiterFishSchool Name=BiterFishSchool3
FootRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
HeadRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Level=LevelInfo'MyLevel.LevelInfo0'
Tag="BiterFishSchool"
Base=LevelInfo'MyLevel.LevelInfo0'
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Location=(X=370.000000,Y=-1173.000000,Z=-1023.000000)
OldLocation=(X=370.000000,Y=-1173.000000,Z=-1023.000000)
bSelected=True
Name="BiterFishSchool3"
End Actor
Begin Actor Class=BiterFishSchool Name=BiterFishSchool4
FootRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
HeadRegion=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Level=LevelInfo'MyLevel.LevelInfo0'
Tag="BiterFishSchool"
Base=LevelInfo'MyLevel.LevelInfo0'
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
Location=(X=441.000000,Y=-708.000000,Z=-1021.000000)
OldLocation=(X=441.000000,Y=-708.000000,Z=-1021.000000)
bSelected=True
Name="BiterFishSchool4"
End Actor
End Map
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 6460
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-Vietnam
You forgot BabyCows and others never done for mapping - Epic have the flag "nousercreate" but nobody was bothering to use it where it was needed to be used.
-
- Godlike
- Posts: 3246
- Joined: Sat Mar 21, 2020 5:32 am