Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 02c47.html
MH-WeirAttack
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- Godlike
- Posts: 1484
- Joined: Sat Mar 21, 2020 5:32 am
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- Godlike
- Posts: 1484
- Joined: Sat Mar 21, 2020 5:32 am
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- Godlike
- Posts: 2981
- Joined: Sat Sep 12, 2015 8:46 pm
Re: MH-WeirAttack
Another good 2+ hour game - very enjoyable and fun conversion
A Krall and 2 boxes of sniper ammo 'fell out of the world" but, in the overall context of the map, not of any great significance.

A Krall and 2 boxes of sniper ammo 'fell out of the world" but, in the overall context of the map, not of any great significance.
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- Godlike
- Posts: 2394
- Joined: Fri Sep 25, 2015 9:01 pm
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Re: MH-WeirAttack
some other possible issues my mapchecker has detected:
AmbientSound3 has none default bStatic=False
AmbientSound4 has none default bStatic=False
AmbientSound20 has none default bStatic=False
AmbientSound10 is placed in the void
AmbientSound20 is placed in the void
FortStandardMH4 is placed in the void
RocketPack4 is placed in the void
RocketPack5 is placed in the void
Trigger25 is placed in the void
ZoneInfo0 is placed in the void
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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- Godlike
- Posts: 5872
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-WeirAttack
I'm curious which Editor is capable to do "amazing" things like this - "Hidden" stuff:
PathNode44 Paths-Data report (The Colour has captured my attention...):
This is demonstrating that creating PrunedPaths specific rule is changed and it doesn't make any sense or plain Spec generator is delivering fake stories.
One ReachSpec said that only a 70 × 50 Pawn can fly ( ??? ) there, and then it says that a 70 × 70 can navigate this path by walking here pruning other ones.
Let's see the real story... Flight flag here is pointless making ground units to be rejected by this ReachSpec but luckily another ReachSpec PrunedPath is more friendly... My question is why here would be needed a "Fly" ReachSpec over a plain ground area ? What is the logic behind creating two specs over the same already connected two nodes which do not even have NORMAL data ?
First check for some settings...
In the same spot, 4 big Triggers are doing the same thing... events spam.
PathNode44 Paths-Data report (The Colour has captured my attention...):
Code: Select all
InputDescribeSpec: Reading ReachSpec 4254
Out: Paths[0]-Index 4254
Start= PathNode44
End= PathNode54
Radius=70
Height=50
Flags=2 //Flight Only
Dist=794 UU
Pruned=0.
.....
.....
InputDescribeSpec: Reading ReachSpec 648
POUT: PrunedPaths[1]-Index 648
Start= PathNode44
End= PathNode54
Radius=70
Height=70
Flags=1 //Walking
Dist=794 UU
Pruned=1.
One ReachSpec said that only a 70 × 50 Pawn can fly ( ??? ) there, and then it says that a 70 × 70 can navigate this path by walking here pruning other ones.
Let's see the real story... Flight flag here is pointless making ground units to be rejected by this ReachSpec but luckily another ReachSpec PrunedPath is more friendly... My question is why here would be needed a "Fly" ReachSpec over a plain ground area ? What is the logic behind creating two specs over the same already connected two nodes which do not even have NORMAL data ?
To mention that my tester won't do any probing with Big Pawns if Bot specific size fails - definitely Bot can Navigate here normally. As for other spam data we do have more than 150 PrunedPaths going nowhere because... pruned lists are full filled.
Code: Select all
LostData: ReachSpecs missing from PrunedPaths[0-15] = 153.
FixedWithSuccess: ReachSpecs successfully attached = 0.
FixFailures: ReachSpecs attaching failures - probably no place = 153.
Code: Select all
ScriptLog: ------- Search for 'superdal' started:
ScriptLog: DistanceViewTrigger1 Tag 'superdal'
ScriptLog: Trigger12 Event 'superdal'
ScriptLog: DistanceViewTrigger18 Tag 'superdal'
ScriptLog: Trigger13 Event 'superdal'
ScriptLog: Trigger14 Event 'superdal'
ScriptLog: Trigger15 Event 'superdal'
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- Godlike
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- Joined: Fri Sep 25, 2015 9:01 pm
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Re: MH-WeirAttack
I noticed SpecialEvents below the paddle wheels with InitialState=KillInstigator (and additional Damage=100000). Their aim is probably killing Pawns that get below the paddle wheel - but it looks like that they are never triggered (Tag='SpecialEvent').
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett