MH-FNB-LiandriTowers

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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Posts: 3117
Joined: Sat Mar 21, 2020 5:32 am

MH-FNB-LiandriTowers

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 1223f.html
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MH-FNB-LiandriTowersV1.7z
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Last edited by Buggie on Fri Sep 27, 2024 10:49 am, edited 1 time in total.
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Barbie
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Posts: 2911
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MH-FNB-LiandriTowers

Post by Barbie »

Actor "MapFix" is visible.
class'MapFix '

Code: Select all

//=============================================================================
// MapFix.
//=============================================================================
class MapFix expands Actor;

function MapFix() {
	local Inventory Inv;
	local int FixedInventoryAlwaysRelevant;

	foreach AllActors(class'Inventory', Inv) {
		if (!Inv.bAlwaysRelevant) continue;
		Inv.bAlwaysRelevant = false;
		FixedInventoryAlwaysRelevant++;
	}
	Log("FixedInventoryAlwaysRelevant:" @ FixedInventoryAlwaysRelevant);
}

auto state Idle {
Begin:
	MapFix();
}
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"If Origin not in center it be not in center." --Buggie
Buggie
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Posts: 3117
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-FNB-LiandriTowers

Post by Buggie »

v1

- Fix random crash in runaway counter.

Updated in first post: https://ut99.org/viewtopic.php?t=16216