MH-WeirAttack

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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MH-WeirAttack

Post by Buggie » Mon Apr 18, 2022 2:35 am

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 02c47.html
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MH-WeirAttackV0.7z
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Buggie
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Re: MH-WeirAttack

Post by Buggie » Mon Apr 18, 2022 2:36 am

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OjitroC
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Re: MH-WeirAttack

Post by OjitroC » Mon Apr 18, 2022 11:10 pm

Another good 2+ hour game - very enjoyable and fun conversion :tu:

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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Barbie
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Re: MH-WeirAttack

Post by Barbie » Tue Apr 19, 2022 9:06 am

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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sektor2111
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Re: MH-WeirAttack

Post by sektor2111 » Wed Apr 20, 2022 4:14 pm

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...):

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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.
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 ?
Lousy_Paths.PNG
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.

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LostData: ReachSpecs missing from PrunedPaths[0-15] 	= 153.
FixedWithSuccess: ReachSpecs successfully attached 	= 0.
FixFailures: ReachSpecs attaching failures - probably no place = 153.
First check for some settings...

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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'
In the same spot, 4 big Triggers are doing the same thing... events spam.
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Barbie
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Re: MH-WeirAttack

Post by Barbie » Fri Jun 03, 2022 10:41 pm

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