MH-HauntedHalloween [Complete! Happy Halloween!]

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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Kayako wrote: Wed Oct 01, 2025 12:58 pm Some of them simply couldn't be aligned...) Some other things are intentional things
I agree - some MapChecker's "issues" can or even must be ignored.
Kayako wrote: Wed Oct 01, 2025 12:58 pmthe "TriggeredAmbientsound" doesn't do what I want
What does not work with it? :shock:
I usually use such like
TriggerableAmbientSound

Code: Select all

class TriggerableAmbientSound expands AmbientSound;

var sound SavedAmbientSound;
var() bool bInitallyOn;



event PostBeginPlay() {
	Super.PostBeginPlay();
	SavedAmbientSound = AmbientSound;
	if ( ! bInitallyOn)
		SoundOff();
}


event SoundOn() {
	AmbientSound = SavedAmbientSound;
}


event SoundOff() {
	AmbientSound = none;
}


event Trigger(Actor Other, Pawn EventInstigator) {

	if (AmbientSound == none)
		SoundOn();
	else
		SoundOff();
}



defaultproperties {
	bStatic=False
}
Sadly the page where I posted the code on UnrealWiki has gone. :noidea
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Barbie wrote: Wed Oct 01, 2025 2:58 pm What does not work with it? :shock:
I don't quite remember, something about the volume or pitch setting not working right? Or maybe I just liked how when using a triggerlight you can "Fade" the sounds in and out .
Barbie wrote: Wed Oct 01, 2025 2:58 pm I usually use such like
TriggerableAmbientSound

Code: Select all

class TriggerableAmbientSound expands AmbientSound;

var sound SavedAmbientSound;
var() bool bInitallyOn;



event PostBeginPlay() {
	Super.PostBeginPlay();
	SavedAmbientSound = AmbientSound;
	if ( ! bInitallyOn)
		SoundOff();
}


event SoundOn() {
	AmbientSound = SavedAmbientSound;
}


event SoundOff() {
	AmbientSound = none;
}


event Trigger(Actor Other, Pawn EventInstigator) {

	if (AmbientSound == none)
		SoundOn();
	else
		SoundOff();
}



defaultproperties {
	bStatic=False
}
Sadly the page where I posted the code on UnrealWiki has gone. :noidea
Oh! that script will help a lot! I will save this script and try it for the final version!

For now, I made a Beta2!

Changes:
Uses the new Screen version
Ammo no longer falls through the world
Added some deco/monsters in some previously empty areas
Fixed a small HoM error
Managed to align more brushes to the grid
Cleaned up bot pathing some more
Some balancing on the scoreboard (It now registers kills instead of hunt score, with a bonus for stronger monsters. done because every server tracks scores differently)

Updated the download!
Last edited by Kayako on Wed Oct 08, 2025 2:11 pm, edited 1 time in total.
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Re: MH-HauntedHalloween (Feature-complete!)

Post by UnrealGGecko »

Yea screen.u had several versions released. Think even the readme mentions it.
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

UnrealGGecko wrote: Wed Oct 01, 2025 7:42 pm Yea screen.u had several versions released. Think even the readme mentions it.
It can't be helped I guess! A lot of maps still contain older versions though, is this the latest version? I'm afraid Micheaal's old site is down so I can't grab it from there anymore.
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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Some trees ate hovering:
MH-BETA2HauntedHalloween.unr-hoveringTrees.jpg
And I gave up playing the map - it's too tricky, no progress.
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

I'll fix those trees!

Also wow, this is the first time someone tells me one of my maps is too hard, usually I'm told they are "too easy"...
Balancing this so everyone can enjoy is difficult. I don't feel like I upped the difficulty too much, what was it? Too many monsters?
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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Not too hard but too laborious to find all the levers or buttons or whatever to open the next gate. Ok, I could have picked it up in the editor...
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Ohh, I see what you mean! Yeah I could add some stuff to make certain things more easy to see, especially the little key in the chapel.
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Re: MH-HauntedHalloween (Feature-complete!)

Post by GEARvision »

I have yet to try this out, It was september... Now it is october! Okay right in time, I waited by accident (:
I had two consecutive wild weeks that are pulling me harder that I can pull back

I tried one of yer maps by accident, found that in a zip file called wintermonsterpack... It happens to have MH-December24th in it... No wonder I saw a familiar name ^^
I picked Wrong holidays yesterday but I'll get right 2 it today (:

Anyhow I am running this with Monster Hunt 2... I do not need to compare it with UTJMH because that is well burned into my mind even if it was 20000 years ago
It makes things whole lot easier so Barbie says this - I say I can win it single-handed! :twisted:

The only Difficult thing about Kayako's maps were the red barrels at December24th... I keep shooting at them! And im right next to them!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

GEARvision wrote: Thu Oct 02, 2025 2:06 pm I have yet to try this out, It was september... Now it is october! Okay right in time, I waited by accident (:
Wahaha, a good reason to wait!
GEARvision wrote: Thu Oct 02, 2025 2:06 pm I had two consecutive wild weeks that are pulling me harder that I can pull back

Image
GEARvision wrote: Thu Oct 02, 2025 2:06 pm It happens to have MH-December24th in it...

This one is currently getting updated for 2025!
GEARvision wrote: Thu Oct 02, 2025 2:06 pm The only Difficult thing about Kayako's maps were the red barrels at December24th... I keep shooting at them! And im right next to them!
Image
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Red_Fist »

A secret should be naturally found, without pesky bots running at a door giving away the secret,

As well as just having the bots get or finish the secret, making us humans look dumb.
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

I agree, but not everyone does it turns out. I used to not put an AI path (or use a blocked-path) to secret areas but people complained about that too.

Sadly here the saying goes "You can't please both Greeks and Trojans"

I'll go back to blocking secrets off from bots :loool:
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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Maybe pimping up the small tower with a (working) clock?
ClockWork@MH-HauntedHalloween.jpg
See either Revelation's ClockDemo or my simpler version of an analogue clock.
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Barbie wrote: Sat Oct 04, 2025 10:54 am Maybe pimping up the small tower with a (working) clock? ClockWork@MH-HauntedHalloween.jpg See either Revelation's ClockDemo or my simpler version of an analogue clock.
Added, complete with bells that ring the appropriate number of times! :tu:

Unless anyone finds any notable bugs in the coming days, I think I will be releasing the level in this state, we'll see if it ends up on Uarchive before spooky month is over :mrgreen:
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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Maybe check the following found in map MH-BETA2HauntedHalloween.unr:

Code: Select all

07.10.2025 15:41:33,Warning,Brush510 and Brush535 are congruent (same size, same shape, same location)
07.10.2025 15:41:39,Warning,MultiSpawnPoint14 is placed in the void
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