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checkTriggersNotUsed();
Updated in first post: viewtopic.php?f=5&t=14809
Auto merged new post submitted 3 hours 5 minutes later
Added more checks:
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checkInOutPaths();
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checkTriggersNotUsed();
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checkInOutPaths();
Maybe add
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if (Trigger.Event == None && Trigger.Message == "") LogProblem(Trigger @ "does nothing");
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checkTriggerNotUsed();
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if (A.Class.Name == 'UT_ShieldBelt' || A.Class.Name == 'UT_Eightball')
ret -= 4;
else if (A.Class.Name == 'UT_FlakCannon')
ret -= 2.1;
else if (A.Class.Name == 'UT_Jumpboots')
ret -= 6.5;
else if (A.Class.Name == 'UDamage')
ret -= 9.2;
else if (A.Class.Name == 'ThighPads' || A.Class.Name == 'PulseGun' || A.Class.Name == 'QuadShot')
ret -= 14;
else if (A.Class.Name == 'KevlarSuit')
ret -= 20.5;
else if (A.Class.Name == 'ImpactHammer')
ret -= 8.3;
else if (A.Class.Name == 'Eightball')
ret -= 1.9;
else if (A.Class.Name == 'PowerShield')
ret -= 24.6;
else if (A.Class.Name == 'WarHeadAmmo')
ret -= 23.9;
else if (A.Class.Name == 'ChainSaw')
ret -= 23;
else if (A.Class.Name == 'GESBioRifle')
ret -= 2.3;
else if (A.Class.Name == 'Translocator' || A.Class.Name == 'Seeds')
ret -= 2.9;
else if (A.Class.Name == 'Razorjack')
ret -= 3.3;
else if (A.Class.Name == 'Stinger')
ret -= 3.1;
else if (A.Class.Name == 'Flare')
ret -= 5.5;
else if (A.Class.Name == 'RifleAmmo')
ret -= 1.5;
else if (A.Class.Name == 'StingerAmmo')
ret -= 0.9;
else if (A.Class.Name == 'BulletBox')
ret -= 4.9;
else if (A.Class.Name == 'Armor')
ret += 3.5;
else if (A.Class.Name == 'Armor2')
ret += 7;
else if (A.Class.Name == 'ripper')
ret += 8;
else if (A.Class.Name == 'EClip')
ret += 1.8;
else if (A.Class.Name == 'RocketPack')
ret += 2.4;
else if (A.Class.Name == 'Miniammo')
ret += 3.8;
else if (A.Class.Name == 'SniperRifle')
ret += 4;
else if (A.Class.Name == 'FlakShellAmmo')
ret += 1.4;
else if (A.Class.Name == 'ShockCore' || A.Class.Name == 'SuperShockCore')
ret += 2;
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checkBadDrawScale();
checkSpawnCTFFlag();;
It depends on spot, I sampled already some broken maps due to this chapter. Nodes that are supposed part of a route will cause fractures that discards Pawn from taking that way - and you know very well what's up here. The route is internal chain calculated from goal based on ReachSpecs linking nodes point to point, a single missing Spec will clearly break the chain.
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checkXVehiclesZones();
checkXVehiclesFactoriesNavigationPoint();
suppress this message if Actor has no collision flags set.MapChecker: Actors change DrawScale but use same CollisionRadius and CollisionHeight:
Idk, it is the default setting.
Maybe your workflow is different from mine: if I add plants I usually vary their size and rotation and adjust them by visuals, not by collision cylinder. The latter is only of interest if the plant should block players.
MapChecker: Inventory without MyMarker:
But MapChecker doesn't tell what Inventory(Spot)s are concerned.MapChecker: InventorySpot without MarkedItem: 1