Bloblets online

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Bloblets online

Postby Barbie » Thu Nov 17, 2016 3:20 am

I don't get these Bloblets working proper on net play. I've set them up as described in the wiki and if playing local it works like a charm. But on net play the Bloblets move a short distance after seeing a player and vanish then. The log says that they were falling out of the world:
ucc.init.log
[ EVENT ] Barbie has started the game.
Bloblet MH-NaliBoat(SB).Bloblet1 moved without proper hashing
Bloblet1 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet1 moved without proper hashing
Bloblet MH-NaliBoat(SB).Bloblet3 moved without proper hashing
Bloblet3 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet3 moved without proper hashing
Bloblet1 fell out of the world!
Bloblet3 fell out of the world!
Bloblet1 fell out of the world!
Bloblet3 fell out of the world!
Bloblet1 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet2 moved without proper hashing
Bloblet2 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet2 moved without proper hashing
Bloblet3 fell out of the world!
Bloblet1 fell out of the world!
Bloblet2 fell out of the world!
Bloblet3 fell out of the world!
Bloblet1 fell out of the world!
[...]
Bloblet2 fell out of the world!
Bloblet3 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet0 moved without proper hashing
Bloblet0 fell out of the world!
Bloblet MH-NaliBoat(SB).Bloblet0 moved without proper hashing
Bloblet1 fell out of the world!
Bloblet2 fell out of the world!
Bloblet3 fell out of the world!
Bloblet0 fell out of the world!
Bloblet1 fell out of the world!
Bloblet2 fell out of the world!
Bloblet3 fell out of the world!
Bloblet0 fell out of the world!
Bloblet1 fell out of the world!
Bloblet2 fell out of the world!
Bloblet3 fell out of the world!

(Bloblet0...Bloblet3 and ParentBlob0 are in the map initially.)
Sometimes the ParentPlob is the first blob falling out of he world shown in the log, sometimes it doesn't even occur in the log.
I have set bHidden=False for the ParentPlob and I see it vanishes first, then the Blobs. So it may be a problem within the ParentBlob. I also tried changing the collision variables but without success. Any hints?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Bloblets online

Postby Dr.Flay » Thu Nov 17, 2016 3:58 am

***Moved***
This topic has nothing to do with mapping, it is a coding problem.
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Re: Bloblets online

Postby sektor2111 » Thu Nov 17, 2016 4:55 pm

Hm... first thing to see
Code: Select all
//=============================================================================
// Bloblet.
// Must tag with same tag as a Blob
//=============================================================================
Probably they are not tagged (as stupid Lifts from now days).
The second problem doesn't trigger my interest that much
Code: Select all
   function Landed(vector HitNormal)
   {
      SetRotation(Rot(0,0,0));
      if ( Velocity.Z > 200 )
      {
         PlayAnim('Splat');
         PlaySound(Land);
      }
      SetPhysics(PHYS_Spider);
   }
PHYS_Spider ? Look at what Shrimp was saying about ClimbZone (from MonsterHunt, btw) >>
Code: Select all
// ClimbZone -- DOESN'T WORK!! DO NOT USE!!
// ============================================================
//             === Monster Hunt ===
//
//       Copyright 2000 - 2002 Kenneth "Shrimp" Watson
//          For more info, http://shrimpworks.za.net
//    Not to be modified without permission from the author
// ============================================================

class ClimbZone expands ZoneInfo;

#exec Texture Import File=textures\MHClimb.pcx Name=MHClimb Mips=Off Flags=2


event ActorEntered( actor Other )
{
   if (Pawn(Other).bIsPlayer)
      Other.SetPhysics(PHYS_Spider);
}


event ActorLeaving( actor Other )
{
   if (Pawn(Other).bIsPlayer)
      Other.SetPhysics(PHYS_Falling);
}
So, does those stupid pawns work or not ? I think Not that much because it does involve a new floor and I'm not sure about the deals Floor-Wall in this Engine, in hoping to wrong, else Navigation cannot be done because... Editor doesn't apply paths on a big wall (vertical surface), only by doing ugly hacks and I'm still not that convinced about navigation flags. Probably these pawns are like that super duper default quadshot :lol2: - the best weapon from all times :ironic: .
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Re: Bloblets online

Postby EvilGrins » Fri Nov 18, 2016 2:46 am

Whatever A.I. UT uses for most monsters, the blobs got the raw end of that deal as their little computer brains fell through their bodies.

I've tried editing them on maps but they don't work very well. The bloblets basically don't do much of anything unless there's a parent-blob on the map. The parents chase players/bots but they're invisible and can't hurt you but the blobs will burn you on contact as they chase the parents anywhere they go.

On a certain smaller map edit (that I've made a zillion versions of) the bloblets after all their parents are dead (nuke anything enough and it won't come back) basically just goto the far ends of the map and then crawl up the "sky" until they're more or less on the "ceiling" hanging upside down.

In a map Red_Fist made awhile ago · viewtopic.php?f=5&t=5969 · he's got the best handling of bloblets I've ever seen anywhere.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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