Unreal Tournament 469

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sektor2111
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Re: Unreal Tournament 469

Post by sektor2111 » Tue Jun 30, 2020 7:24 pm

ScriptedPawn do seems to have new bool functions, interesting stuff but... I don't know how do they work with old assets, perhaps net drivers are having some fine tuning and also garbage collector... I cannot speak without a document or without testing these intensive. At least mods which I've done years ago don't seems to have problems...
Okay, I must check that UTDMT myself - the one which I fixed, not that wreck spamming logs with junks...

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Deepu
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Re: Unreal Tournament 469

Post by Deepu » Tue Jun 30, 2020 7:31 pm

Confirmed Team Monsters are not supported with new patch, works with 436, 451 & 451b.

Code: Select all

ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold2 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold2 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold2 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold2 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_MercenaryEliteGold MM-Harobed.MM_MercenaryEliteGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliRabbitGold MM-Harobed.MM_NaliRabbitGold3 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_SkaarjBerserkerGold MM-Harobed.MM_SkaarjBerserkerGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_KrallGold MM-Harobed.MM_KrallGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliWarriorGold MM-Harobed.MM_NaliWarriorGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_SkaarjBerserkerGold MM-Harobed.MM_SkaarjBerserkerGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_PupaeGold MM-Harobed.MM_PupaeGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_PupaeGold MM-Harobed.MM_PupaeGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_PupaeGold MM-Harobed.MM_PupaeGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_NaliWarriorGold MM-Harobed.MM_NaliWarriorGold1 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_SkaarjBerserkerGold MM-Harobed.MM_SkaarjBerserkerGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
ScriptWarning: MM_PupaeGold MM-Harobed.MM_PupaeGold0 (Function MMG3.MM_Monsters.SetEnemy:04F6) Accessed None 'NewEnemy'
I'm analyzing what happened in new patch!

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sektor2111
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Re: Unreal Tournament 469

Post by sektor2111 » Tue Jun 30, 2020 7:48 pm

CTF-FaceTitans
Tested using my custom CTF and UTDMT (adjusted version).
No issues have been encountered.
So my paranoid codes don't need any update... good news for me :lol2: .
A single time a red Titan did not respawn, perhaps place was taken by a Team Bot.

No worries yet, not everything is cool at game-travel known as server-travel to the same map...
CrashesAtServerTravel.PNG
CrashesAtServerTravel.PNG (10.49 KiB) Viewed 280 times
Last edited by sektor2111 on Tue Jun 30, 2020 8:16 pm, edited 1 time in total.

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Deepu
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Re: Unreal Tournament 469

Post by Deepu » Tue Jun 30, 2020 7:52 pm

where you fixed? i can't able find that error, i'm getting tons of accessed nones errors

Code: Select all

function bool SetEnemy( Pawn NewEnemy )
{
	local bool result;
	local eAttitude newAttitude, oldAttitude;
	local bool noOldEnemy;
	local float newStrength;

	if ( !IsAlivePawn(NewEnemy) ||
	     NewEnemy == self ||
		 NewEnemy.IsA('Spectator') ||
		 NewEnemy.IsA('FlockPawn') ||
		 NewEnemy.GetStateName() == 'PlayerWaiting' ||
	    (!bCanWalk && !bCanFly && !NewEnemy.FootRegion.Zone.bWaterZone) )
	    return false;
	if ( PlayerReplicationInfo != None && NewEnemy.PlayerReplicationInfo != None && Level.Game.bTeamGame )
	{
		if ( NewEnemy.PlayerReplicationInfo.Team == 255 ||
			PlayerReplicationInfo.Team == NewEnemy.PlayerReplicationInfo.Team )
				return false;
	}
	noOldEnemy = (Enemy == None);
	result = false;
	newAttitude = AttitudeTo(NewEnemy);
	if ( !noOldEnemy )
	{
		if (Enemy == NewEnemy)
			return true;
		else if ( NewEnemy.bIsPlayer && (AlarmTag != '') )
		{
			OldEnemy = Enemy;
			Enemy = NewEnemy;
			result = true;
		} 
		else if ( newAttitude == ATTITUDE_Friendly )
		{
			if ( bIgnoreFriends || NewEnemy.Enemy == NewEnemy )
				return false;
			if ( (NewEnemy.Enemy != None) && (NewEnemy.Enemy.Health > 0) && NewEnemy.Enemy != NewEnemy ) 
			{
				if ( NewEnemy.Enemy.bIsPlayer && (NewEnemy.AttitudeToPlayer < AttitudeToPlayer) )
					AttitudeToPlayer = NewEnemy.AttitudeToPlayer;
				if ( AttitudeTo(NewEnemy.Enemy) < AttitudeTo(Enemy) )
				{
					OldEnemy = Enemy;
					Enemy = NewEnemy.Enemy;
					result = true;
				}
			}
		}
		else 
		{
			oldAttitude = AttitudeTo(Enemy);
			if ( (newAttitude < oldAttitude) || 
				( (newAttitude == oldAttitude) 
					&& ((VSize(NewEnemy.Location - Location) < VSize(Enemy.Location - Location)) 
						|| !LineOfSightTo(Enemy)) ) ) 
			{
				if ( bIsPlayer && Enemy.IsA('PlayerPawn') && !NewEnemy.IsA('PlayerPawn') )
				{
					newStrength = relativeStrength(NewEnemy);
					if ( (newStrength < 0.2) && (relativeStrength(Enemy) < FMin(0, newStrength))  
						&& (IsInState('Hunting')) && (Level.TimeSeconds - HuntStartTime < 5) )
						result = false;
					else
					{
						result = true;
						OldEnemy = Enemy;
						Enemy = NewEnemy;
					}
				} 
				else
				{
					result = true;
					OldEnemy = Enemy;
					Enemy = NewEnemy;
				}
			}
		}
	}
	else if ( newAttitude < ATTITUDE_Ignore )
	{
		result = true;
		Enemy = NewEnemy;
	}
	else if ( newAttitude == ATTITUDE_Friendly )
	{
		if ( NewEnemy.bIsPlayer && (AlarmTag != '') )
		{
			Enemy = NewEnemy;
			result = true;
		} 
		if (bIgnoreFriends)
			return false;

		if ( (NewEnemy.Enemy != None) && (NewEnemy.Enemy.Health > 0) ) 
		{
			result = true;
			Enemy = NewEnemy.Enemy;
			if (Enemy.bIsPlayer)
				AttitudeToPlayer = ScriptedPawn(NewEnemy).AttitudeToPlayer;
			else if ( (ScriptedPawn(NewEnemy) != None) && (ScriptedPawn(NewEnemy).Hated == Enemy) )
				Hated = Enemy;
		}
	}

	if ( result )
	{
		LastSeenPos = Enemy.Location;
		LastSeeingPos = Location;
		EnemyAcquired();
		if ( !bFirstHatePlayer && Enemy.bIsPlayer && (FirstHatePlayerEvent != '') )
			TriggerFirstHate();
	}
	else if ( NewEnemy.bIsPlayer && (NewAttitude < ATTITUDE_Threaten) )
		OldEnemy = NewEnemy;
				
	return result;
}

function eAttitude AttitudeTo(Pawn Other)
{
	if ( PlayerReplicationInfo != None && Other.PlayerReplicationInfo != None && Level.Game.bTeamGame )
	{
		if ( Other.PlayerReplicationInfo.Team == 255 ||
			PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team )
			return ATTITUDE_Friendly;
	}
	return Super.AttitudeTo(Other);
}

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OjitroC
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Re: Unreal Tournament 469

Post by OjitroC » Tue Jun 30, 2020 8:05 pm

sektor2111 wrote:
Tue Jun 30, 2020 7:24 pm
ScriptedPawn do seems to have new bool functions, interesting stuff but... I don't know how do they work with old assets,
So what's going to happen with existing custom 'monsters' subclassed from ScriptedPawn? Presumably, when using them in 469, the new ScriptedPawn class will be looking for those bool functions in the old 'monsters' and won't find them - or is that not the way it works?

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Re: Unreal Tournament 469

Post by Deepu » Tue Jun 30, 2020 8:08 pm

This is only happens for Team based monsters, not MH, i think

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Re: Unreal Tournament 469

Post by EvilGrins » Tue Jun 30, 2020 8:22 pm

Deepu wrote:
Tue Jun 30, 2020 8:08 pm
This is only happens for Team based monsters, not MH, i think
Makes sense, UTDMW & UTDMT don't work in MH. I tried numerous times to incorporate them but with no luck.

viewtopic.php?f=5&t=5035
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Re: Unreal Tournament 469

Post by sektor2111 » Tue Jun 30, 2020 8:24 pm

@Deepu
I did not fix anything anywhere but I'm assuming this SetEnemy gets called at your pawns for some reason and.... NewEnemy it's None. If I well recall, I think I wrote my own SetEnemy in that UTDMT and then... it runs my code not 469 code...
The thing is you might need to rewrite this SetEnemy based on your needs.
Top wrapping might be as I do in all my Bool

Code: Select all

if (NewEnemy == None)
	return False;
If I'm looking at this call

Code: Select all

if (!IsAlivePawn(NewEnemy).........
For me if NewEnemy is equal with a NONE it will sound like

Code: Select all

if (!IsAlivePawn(None)......... //Accessed None
And then I might expect a None access. What do you think ?
And now the big questions: Who does this SetEnemy call and/or how is this enemy removed or none ?

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Re: Unreal Tournament 469

Post by Deepu » Tue Jun 30, 2020 8:34 pm

I discovered the bug,

before i used this, this function is calling to super for scriptedpawn's function eAttitude AttitudeTo(Pawn Other)

Code: Select all

function eAttitude AttitudeTo(Pawn Other)
{
	if ( PlayerReplicationInfo != None && Other.PlayerReplicationInfo != None && Level.Game.bTeamGame )
	{
		if ( Other.PlayerReplicationInfo.Team == 255 ||
			PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team )
			return ATTITUDE_Friendly;
	}
	return Super.AttitudeTo(Other);
}
Now i changed to whole function eAttitude AttitudeTo(Pawn Other)

Code: Select all

function eAttitude AttitudeTo(Pawn Other)
{
	if ( PlayerReplicationInfo != None && Other.PlayerReplicationInfo != None && Level.Game.bTeamGame )
	{
		if ( Other.PlayerReplicationInfo.Team == 255 ||
			PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team )
			return ATTITUDE_Friendly;
	}
	if ( Other == None )
		return ATTITUDE_Ignore;
	if (Other.bIsPlayer)
	{
		if ( bIsPlayer && Level.Game.bTeamGame && (Other.PlayerReplicationInfo != none) && (Team == Other.PlayerReplicationInfo.Team) )
			return ATTITUDE_Friendly;
		else if ( (Intelligence > BRAINS_None) && 
			((AttitudeToPlayer == ATTITUDE_Hate) || (AttitudeToPlayer == ATTITUDE_Threaten) 
				|| (AttitudeToPlayer == ATTITUDE_Fear)) )
		{
			if (RelativeStrength(Other) > Aggressiveness)
				AttitudeToPlayer = AttitudeWithFear();
			else if (AttitudeToPlayer == ATTITUDE_Fear)
				AttitudeToPlayer = ATTITUDE_Hate;
		}
		return AttitudeToPlayer;
	}
	else if (Hated == Other)
	{
		if (RelativeStrength(Other) >= Aggressiveness)
			return AttitudeWithFear();
		else 
			return ATTITUDE_Hate;
	}
	else if ( (TeamTag != '') && (ScriptedPawn(Other) != None) && (TeamTag == ScriptedPawn(Other).TeamTag) )
		return ATTITUDE_Friendly;
	else	
		return AttitudeToCreature(Other);
}
Problem resolved!!!

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Re: Unreal Tournament 469

Post by Buggie » Tue Jun 30, 2020 9:31 pm

I have few suggestion/wishes for new patch.

1. Make possibility store bot patches separate from map. Great example is DM-Deck-16][ and teleport to Redemeer. Bots can not use this, because teleport outside from map. So this navigation point outside net of bot patches.
It is very easy to fix, but you can not do this without package mismatch. But this thing (bot pathes) need only on server. it is not need for clients.
So can be good if this can be fixed without some hack stuff (like mutator which fix patches on level load).
Maybe good if this part of map can be override from some file named similar but with different extension. And this file created by some new option in UnrealEd, like "build patches and store in separate file".

2. Make UnrealEd proper search for Tag and Event. At least for prebuild classes like Dispatcher and RoundRobin. You can not find this Actors by their internal Events on current search in UnrealEd 2.0.
Possible make interface for searcher for custom classes.
Also will be good if engine draw lines between Dispatcher and target Actors too with same manner. Currently it is not happen because used not Event property.

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sektor2111
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Re: Unreal Tournament 469

Post by sektor2111 » Tue Jun 30, 2020 10:58 pm

Buggie wrote:
Tue Jun 30, 2020 9:31 pm
1. Make possibility store bot patches separate from...
...
Totally agree here. Some stuff can be doable as XC extension at server level and even for Editor as a builder-plugin - client can have other deals...
Buggie wrote:
Tue Jun 30, 2020 9:31 pm
At least for prebuild classes like Dispatcher and RoundRobin
Don't forget StochasticTrigger...

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anth
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Re: Unreal Tournament 469

Post by anth » Wed Jul 01, 2020 7:34 am

It is/was not our intention to change the intended behavior of any bots/scripted pawns. If the behavior of team scripted pawns changed, then you should report this as a bug so we can fix it.

@sektor: When exactly does this crash trigger? Can you report the bug at oldunreal please? I often overlook bugs that are reported here.

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Re: Unreal Tournament 469

Post by Buggie » Wed Jul 01, 2020 7:43 am

1. No one talks about changing behavior. It's about dividing (or make part loadable with override) the map into parts so that you can rebuild the path without getting the difference of the packets.

On the other hand, if the problem of packet mismatch is resolved (and it will be resolved, as previously reported), then the question is not so urgent.
Especially in light of the fact that you can set the normal speed for downloading packages.

2. This is a bug. Actors search does not find some features by Tag or Event, if they are not specified in the standard fields.
Last edited by Buggie on Wed Jul 01, 2020 11:53 am, edited 1 time in total.

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Re: Unreal Tournament 469

Post by sektor2111 » Wed Jul 01, 2020 8:06 am

anth wrote:
Wed Jul 01, 2020 7:34 am
When exactly does this crash trigger? Can you report the bug at oldunreal please? I often overlook bugs that are reported here
Miss-understanding. Buggie said about finding some specified Events, what actor does these, it's not a crash problem. Dispatcher uses a list of events not shown - it's harder to debug a map this way. These are aren't shown as arrows pointing a future trigger action. He wants showing all Red-Arrows heading to Tags for a game specified trigger action. Also such actors causing events in other way known to me are StochasticTriggers and RoundRobin. Their internal Events aren't showing where triggering is taking action, what actors are targeted in these internal Events. Editor shows only arrows Event -> Tag.

If you ask me about picture above, it's a crash happening at playing the same map again in a practice session - I often see this and I had to restart UT for still playing the same map - testing a map requires playing it multiple times.

Next:
You don't need to head Pawn to a closer Navigation Node (ANY NODE) if this has ExtraCost = 100,000,000 - If node has that thing modified there are reasons for that - this node should not be reachable until has a normal navigable ExtraCost and then unlocking path - this sounds more logic to me. If this node is a searching goal, I understand to find it (from a closer point like any actor) but not taking it as RouteCache[0] followed by next paths when this has a locked ExtraCost.

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Re: Unreal Tournament 469

Post by Buggie » Fri Jul 03, 2020 12:35 am

Another notice: In UnrealEd 2.0 search dialog in code do not handle Enter as press "Find" button.

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