MH-SValley2
MH-SValley2
I played this older map recently and found it quite nice.
But playing it was little bit boring of fewer monsters, playing alone is too easy.
So my question to the mappers if it is possible to add significant more and stronger opponents.
In my opinion it would be worth it.
You can download it here:
http://ut-files.com/index.php?dir=Maps/ ... alley2.zip
But playing it was little bit boring of fewer monsters, playing alone is too easy.
So my question to the mappers if it is possible to add significant more and stronger opponents.
In my opinion it would be worth it.
You can download it here:
http://ut-files.com/index.php?dir=Maps/ ... alley2.zip
Re: MH-SValley2
Can't this be done with MrLoathsome's SwarmSpawn?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: MH-SValley2
Wouldn't this affect all maps on the server then?
I have also found two issues:
I can't end the map because it seems I have to kill all "monsters" before the mh end is active. But my radar showed me at end only one life form and I am sure it was a cow somewhere hidden in a house (I can hear it) and I can't find and shoot it.
The other thing is, I ran three times the same way to find some monsters because they spawned very slow.
I have also found two issues:
I can't end the map because it seems I have to kill all "monsters" before the mh end is active. But my radar showed me at end only one life form and I am sure it was a cow somewhere hidden in a house (I can hear it) and I can't find and shoot it.
The other thing is, I ran three times the same way to find some monsters because they spawned very slow.
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Re: MH-SValley2
Generally a bad idea to use a MonsterSpawning thing on a MonsterHunt map. Can mess with counters and such.Barbie wrote:Can't this be done with MrLoathsome's SwarmSpawn?
Why not just edit in more monsters at key locations? Setup a creature factory or 3.
Never underestimate NinjaCow.Aldebaran wrote:I can't end the map because it seems I have to kill all "monsters" before the mh end is active. But my radar showed me at end only one life form and I am sure it was a cow somewhere hidden in a house (I can hear it) and I can't find and shoot it.
Pop into UnrealEd so you can at least find where the thing is the next time you play.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: MH-SValley2
Oops, yes, I thought it could be defined separately for each map.Aldebaran wrote:Wouldn't this affect all maps on the server then?
Simple reason: it has no MonsterEnd. Instead it has 9 close grouped teleporters with destination to another map ("sancient1#voila?peer"). The only reference to MonsterHunt I found was "LevelInfo0.DefaultGameType" what is set to "Class'monsterhunt.monsterhunt'".Aldebaran wrote:I can't end the map
All four CreatureFactories have set their spawn interval to 1 sec or below. But all have set bCovert==TRUE what means that a respawn is done only if no player can see it. Maybe there is a global option in your MonsterHunt server to set bCovert always to FALSE.Aldebaran wrote:I ran three times the same way to find some monsters because they spawned very slow.
PS: Navigating in the map by UnrealEd crashed multiple times:
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: MH-SValley2
FALSE, SwarmSpawning Monsters are not affecting any Counter unless you set some events for monsters spawned, and I don't see why we would use such EVENTS.EvilGrins wrote: Generally a bad idea to use a MonsterSpawning thing on a MonsterHunt map. Can mess with counters and such.
You dudes are not understanding ONE SIMPLE ADMIN CRAP JOB: SCAN YOUR MH-BULLSHITBLABLA.UNR FILES in purpose to find a STRING CALLED "MONSTEREND" using a File tool like a FreeCommander or WinGrep or such... OR UnrealEditor .
IF your "MAPS" doesn't include a MONSTEREND string I HAVE doubts that you can finish them EVER without using something for hacking map in run-time and adding an END which we are calling it MonsterEnd,..
This Map is another SaveAs with no meaning. Kill 10 monsters and Vote next one - very puzzly, no wonder...
Happens only in 1600 UU range. For big ass "maps" like those from nowadays this function has always bad results because it returns False when it should be True (mainly this is one dumb thing which mappers are doing nowadays, BIG SIZE areas with no purpose) else default original function return true if you turn butt at spawnpoint because is very "well coded" by Epic.Barbie wrote: All four CreatureFactories have set their spawn interval to 1 sec or below. But all have set bCovert==TRUE what means that a respawn is done only if no player can see it. Maybe there is a global option in your MonsterHunt server to set bCovert always to FALSE.
Re: MH-SValley2
This is an old coop map and i tired to clean it up and add some monsters and an MH-end, unfortunately it has a lot of bsp-holes and is to messy to fix up...
Re: MH-SValley2
Yes here too when joining as spectator and navigate for a picture to shoot.Barbie wrote:Navigating in the map by UnrealEd crashed multiple times
But while playing as a player it never crashed.
I have set already ChangeCovertToFalse=True.Barbie wrote: Maybe there is a global option in your MonsterHunt server to set bCovert always to FALSE
Can your SBMutFixTeleportersURL-V0 mutator be adapted to these special situations?Barbie wrote:it has no MonsterEnd. Instead it has 9 close grouped teleporters with destination to another map ("sancient1#voila?peer")
Yes it was my fault. I thought I have played it already to an end some time before but I was wrong.sektor2111 wrote:IF your "MAPS" doesn't include a MONSTEREND string I HAVE doubts that you can finish them
Also ingame there were the monster hunt end logos displayed at end point. I have made the experience, if these exist there is also an end.
Re: MH-SValley2
AFAIS it should handle this properly, if its "bSpawnMHEnd" is set.Aldebaran wrote:Can your SBMutFixTeleportersURL-V0 mutator be adapted to these special situations?
<EDIT>
Oh, you already worked on this map in the past?Hitman wrote:i tired to clean it up
I've never seen building the geometry of a map in this way: It has lots of unnecessary complex Brushes. </EDIT>Hitman wrote:it has a lot of bsp-holes
Last edited by Barbie on Sat Dec 10, 2016 8:13 pm, edited 1 time in total.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: MH-SValley2
I played now three times maps where I needed the mutator. First time it worked well but second time (the same map) and now this map it did not worked.Barbie wrote:it should handle this properly
Perhaps the sequence in server.ini plays a role?
I will have a look at it...
Re: MH-SValley2
I recommend setting bLogActions=true (it's the default) for it and having a look at the logs then. There should be entries then what the mutator has done.Aldebaran wrote:it [SBMutFixTeleportersURL-V0] did not worked.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: MH-SValley2
If mutator is adding End after MH2's tweaking, it won't work; because default MonsterEnd will not end maps playing MH2 types child of TeamGamePlus and not child of MonsterHunt. Because MHGold and such types have their own MonsterEnd, I was speaking about this and nobody seems to take in account what I'm saying. Keep trying then.
Last edited by sektor2111 on Sat Dec 10, 2016 8:46 pm, edited 2 times in total.
Re: MH-SValley2
When starting the map server log says:
Some time later while playing the map:
But when I touch the monster hunt end icons nothing happens.
I have set this mutator before the monster hunt packages in server.ini, but have tested both and it works same.
Code: Select all
ScriptLog: MH-Svalley2.SBMutFixTeleportersURL0 Auto State Ready.Begin: number of fixed Teleporters with URL: 9
Code: Select all
ScriptLog: MonsterEnd - TriggerObjective - MH == None
ScriptLog: MonsterEnd - TriggerObjective - MH == None
I have set this mutator before the monster hunt packages in server.ini, but have tested both and it works same.
So is there any solution where such a mutator will work with MH2 Gold descendants?sektor2111 wrote:Because MHGold and such types have their own MonsterEnd
Last edited by Aldebaran on Thu Dec 29, 2016 8:43 pm, edited 6 times in total.
- sektor2111
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Re: MH-SValley2
Exactly, read above...
Default MonsterEND will NEVER END MH MAPS playing MHGold or MH2 types...
Default MonsterEND will NEVER END MH MAPS playing MHGold or MH2 types...
Re: MH-SValley2
Yes, exactly that happens: SBMutFixTeleportersURL adds the MonsterEnds (class'Monsterhunt.MonsterEnd') in a very late state (start of state code); MonsterHunt2v3 and MonsterHunt2Gold replaces existing MonsterEnds with their own types in an earlier state (PostBeginPlay) and also not by CheckReplacement().sektor2111 wrote:If mutator is adding End after MH2's tweaking, it won't work
Yes, I'll add an option that users can decide when SBMutFixTeleportersURL should do its work. In both above cases it should work fine if it is done in SBMutFixTeleportersURL.PreBeginPlay(). Stay tuned...Aldebaran wrote:So is there any solution where such a mutator will work with MH2 Gold descendants?
But not in this thread? Have in mind that people that keep busy with UT99 are naturally older and therefore have less space in long term memory...sektor2111 wrote:I was speaking about this and nobody seems to take in account what I'm saying.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett