XVehicles (Network play) (VCTF, VMH for UT99)
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Some players and me noticed that vehicles' shield are weaker in MH since v61? Or is that a faux feeling?
"If Origin not in center it be not in center." --Buggie
Re: XVehicles (Network play) (VCTF, VMH for UT99)
It is know issue. I already prepare fix for it. Work on next release on the way. Will be released soon.
Re: XVehicles (Network play) (VCTF, VMH for UT99)
v62
- Fix damage in MH from titan rocks.
- Attack empty vehicles in smart way.
- Fix help for keys about change vehicle camera.
- Fix wrong state for movers which need UnTouch in most cases.
- Add MH XV game type for easy select MH XV maps for Monsterhunt.
- Brake vehicles near flags.
- Faster detect ability pawn enter to vehicle.
- Fix stuck at burned vehicles (passthru over it).
Updated in first post: https://ut99.org/viewtopic.php?t=14936
- Fix damage in MH from titan rocks.
- Attack empty vehicles in smart way.
- Fix help for keys about change vehicle camera.
- Fix wrong state for movers which need UnTouch in most cases.
- Add MH XV game type for easy select MH XV maps for Monsterhunt.
- Brake vehicles near flags.
- Faster detect ability pawn enter to vehicle.
- Fix stuck at burned vehicles (passthru over it).
Updated in first post: https://ut99.org/viewtopic.php?t=14936
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Since end of February 2024 I get this warning in log file when a map is loaded:
Failed to load XVMH: Can't find file for package XVMH..
Failed to load "Class XVMH.VehicleMonsterHunt": Can't find file for package XVMH..
"If Origin not in center it be not in center." --Buggie
Re: XVehicles (Network play) (VCTF, VMH for UT99)
I guess you not install XVMH.u on server.
So server load Xvehicles.int, see here line
Preferences=(Caption="Vehicle MonsterHunt",Parent="Game Types",Class=XVMH.VehicleMonsterHunt,Immediate=True)
try load XVMH.VehicleMonsterHunt
And make such errors in the log.
As solution - just upload XVMH.u on server, without add it to any place in configs.
So server load Xvehicles.int, see here line
Preferences=(Caption="Vehicle MonsterHunt",Parent="Game Types",Class=XVMH.VehicleMonsterHunt,Immediate=True)
try load XVMH.VehicleMonsterHunt
And make such errors in the log.
As solution - just upload XVMH.u on server, without add it to any place in configs.
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Thanks. Is XVMH.u a server-only file?
"If Origin not in center it be not in center." --Buggie
Re: XVehicles (Network play) (VCTF, VMH for UT99)
It is SP-only file actually. Just stub, for see all MH-XV maps as separate game type for usual Monsterhunt.
However I use single .int file, so server can add warnings like you post if not found described class.
As another solution, you can edit .int file.
For server XVMH not need. I not expect it produce warnings in log if there missed package from int file.
However I use single .int file, so server can add warnings like you post if not found described class.
As another solution, you can edit .int file.
For server XVMH not need. I not expect it produce warnings in log if there missed package from int file.
- darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)
are there any plans for assault support? or mutator? I've been tinkering with trying to get x vehicles to work on a resized version of mazon and it's really fun, but the bots keep shooting vehicles that are not assigned to their teams. the problem with assault is team assignment.
I tried to bypass this by having all vehicles unlocked but bots will attack spawn vehicles when not assigned. also tried assigning vehicles to yellow team so they could be "neutral" and bots attack vehicles and seem more confused, even if they get in the vehicles.
here's both versions if you're interested in checking it out:
I tried to bypass this by having all vehicles unlocked but bots will attack spawn vehicles when not assigned. also tried assigning vehicles to yellow team so they could be "neutral" and bots attack vehicles and seem more confused, even if they get in the vehicles.
here's both versions if you're interested in checking it out:
- Attachments
-
- AS-XV-MazonWIP-yellowvehicles.unr
- (2.97 MiB) Downloaded 5 times
-
- AS-XV-MazonWIP.unr
- (3.01 MiB) Downloaded 5 times
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Does anyone know what dimensions an opening must have that every kind of vehicle can pass? Don't spend time for deeper investigation, I can try it out.
Wait - isn't it just the size of the collision cylinder?
Wait - isn't it just the size of the collision cylinder?
"If Origin not in center it be not in center." --Buggie
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Bot shoot enemy vehicle for make it burned. It is very good strategy for win. Burned vehicles restart maximally long.darkbarrage99 wrote: ↑Tue Mar 19, 2024 3:17 pm but the bots keep shooting vehicles that are not assigned to their teams. the problem with assault is team assignment.
I will look what deal in AS. Possible need there keep in sync vehicle team when teams switched.
Just collision cylinder.
However, keep in mind, any actor collide with geometry not as cylinder, but as box aligned to axes.
It less visible on small actors, but very good visible on big, like vehicles.
See: https://github.com/OldUnreal/UnrealTour ... ssues/1501
Also UT collision code not very well tested before release for huge actors. Only for small one, like actors.
This lead to problems with collisions:
https://github.com/OldUnreal/UnrealTour ... issues/866
And this also can appear in different form. typical for terrain.
Re: XVehicles (Network play) (VCTF, VMH for UT99)
CybotHelico: H77/R112
XManta: H46/R92
Kraht: H47.5/R115
Shrali: H138/R231
TankGKOne: H52/R132.5
TankML: H48/R125
JeepSDX: H60/R80
JeepTDX: H60/R80
"If Origin not in center it be not in center." --Buggie
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Support will be added in next version. you need use Blue Team for Attacker and Red Team for Defender factories.
- darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)
![Image](https://www.icegif.com/wp-content/uploads/hell-yeah-icegif-1.gif)
Re: XVehicles (Network play) (VCTF, VMH for UT99)
v63
- Improve and fix exit from vehicle.
- Exit from vehicle in proper direction.
- Fix rare use alternate paths.
- Fix use StubPawn in some cases.
- Update vehicle textures with bigger quality.
- Fix disappear vehicles after pause game for a while.
- Prevent disappear vehicle during heal if vehicle on full health.
- Fix trace vehicle paths for jumpads in editor.
- Fix prevent unload previous levels from memory.
- Add support for Assault game.
- Fix stuck in BSP bugged obstacles in some cases.
- Fix touch actors on exit from vehicle.
- Prevent bots rotate in tanks in place when reach point.
- Stop rotate turret after game end.
- Prevent bot wait self as passenger.
- Fix ghost bots with negative health.
- Better bot drive manta.
- Prevent weird movement on hit wall vehicles.
- Better Hover vehicles movement code.
- Better Chopper vehicles movement code.
- Passenger bot exit for cap if can do this instant.
Updated in first post: https://ut99.org/viewtopic.php?t=14936
- Improve and fix exit from vehicle.
- Exit from vehicle in proper direction.
- Fix rare use alternate paths.
- Fix use StubPawn in some cases.
- Update vehicle textures with bigger quality.
- Fix disappear vehicles after pause game for a while.
- Prevent disappear vehicle during heal if vehicle on full health.
- Fix trace vehicle paths for jumpads in editor.
- Fix prevent unload previous levels from memory.
- Add support for Assault game.
- Fix stuck in BSP bugged obstacles in some cases.
- Fix touch actors on exit from vehicle.
- Prevent bots rotate in tanks in place when reach point.
- Stop rotate turret after game end.
- Prevent bot wait self as passenger.
- Fix ghost bots with negative health.
- Better bot drive manta.
- Prevent weird movement on hit wall vehicles.
- Better Hover vehicles movement code.
- Better Chopper vehicles movement code.
- Passenger bot exit for cap if can do this instant.
Updated in first post: https://ut99.org/viewtopic.php?t=14936
- darkbarrage99
- Skilled
- Posts: 188
- Joined: Fri Jan 02, 2009 12:41 am
- Personal rank: Barron O' Beefdip
- Location: VA, USA
Re: XVehicles (Network play) (VCTF, VMH for UT99)
Mazon pics:
Spoiler
![Lets Rock! :rock:](./images/smilies/DatRockt.gif)
My assault mapping knowledge is not great.
![Ironic :ironic:](./images/smilies/HeftigeIronie.gif)
The bots are not great at defending objectives in order, or not driving places where they should walk.
Are there any vehicle blocking path nodes that could work here? Walk nodes don't seem to be working.
Bots are also not exiting vehicles to press buttons using walk nodes.
Redeemer is also using default UT warhead projectile.
improved version of Mazon: created a defender spawn area with teleporters to different parts of the map so it's easier for defenders to get around.