MH-HauntedHalloween [Complete! Happy Halloween!]
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)
-Added clocks (The visual doesn't update real-time online but will instead show the server time at the start of the map)
-Fixed some floating graves and trees
-Per request, Added a little back-room area where you can recover health and ammo
-Added an extra effect to the end scene
-All (pre-placed) ammo now give double the bullets
Unless any critical errors are found, this will be the final version!
-Fixed some floating graves and trees
-Per request, Added a little back-room area where you can recover health and ammo
-Added an extra effect to the end scene
-All (pre-placed) ammo now give double the bullets
Unless any critical errors are found, this will be the final version!
Last edited by Kayako on Wed Oct 08, 2025 9:38 pm, edited 1 time in total.
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-HauntedHalloween (Final)
Players often don't find the key (Trigger79), enter the house (Brush481) through the window and activate the GYLever. "SecondStart" is enabled then and players respawn in house with locked door.
Suggestion: add an indestructible window or some bars to prevent passing.
Suggestion: add an indestructible window or some bars to prevent passing.
"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-HauntedHalloween (Final)
Thank you, I will think of something. I deleted the download for now until I know of more fixes and addressed them, since I don't want the level to become too widespread and cause mass incompatibility issues. I had hoped to have this be the final version, I don't want to make a v2/3/4 for every new issue.
The window was expected to be too high to jump through but I didn't keep in mind that some servers play with double/quad jumps or are really good at explosion-jumping, I was thinking of putting some blockplayers in the windows but removed them. Instead I made it so that in the case you somehow DO get in there the door can be opened from the inside, skipping the key. This will skip some objectives and will likely result in a worse rating at the end but it's a speedrun strat now!
The window was expected to be too high to jump through but I didn't keep in mind that some servers play with double/quad jumps or are really good at explosion-jumping, I was thinking of putting some blockplayers in the windows but removed them. Instead I made it so that in the case you somehow DO get in there the door can be opened from the inside, skipping the key. This will skip some objectives and will likely result in a worse rating at the end but it's a speedrun strat now!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-HauntedHalloween (Awaiting final tests.)
Doublejump is deactivated for this map on my servers - players know rocket- or shockball jump. 
"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-HauntedHalloween (Awaiting final tests.)
Or in this case, ripper-jump I guess, Mwahaha~!
Let me know if there's any other things I need to patch, but now the window will be a proper shortcut!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-HauntedHalloween (Awaiting final tests.)
Got a bunch of Access Nones in server's log (only the first occurrence is quoted):
line 11:
line 38:line 43:
line 24:
line 205:line 208:
class MyDeathCountMutator, line 65MyDeathCountMutator MH-HauntedHalloween.MyDeathCountMutator0 (Function MH-HauntedHalloween.MyDeathCountMutator.PreventDeath:0023) Accessed None 'Killer'
Code: Select all
< if (Killer.bIsPlayer && Killed.IsA('ScriptedPawn') )
> if (Killer != None && Killer.bIsPlayer && Killed.IsA('ScriptedPawn') )
class PointGiverPointGiver MH-HauntedHalloween.PointGiver1 (Function MH-HauntedHalloween.PointGiver.Trigger:0008) Accessed None 'EventInstigator'
PointGiver MH-HauntedHalloween.PointGiver1 (Function MH-HauntedHalloween.PointGiver.Trigger:0010) Accessed None
line 11:
Code: Select all
< EventInstigator.PlayerReplicationInfo.Score += score;
> if (EventInstigator != None && EventInstigator.PlayerReplicationInfo != None) EventInstigator.PlayerReplicationInfo.Score += score;
class GreenEggsGreenEggs MH-HauntedHalloween.GreenEggs9 (Function MH-HauntedHalloween.GreenEggs.Died:0008) Accessed None 'Killer'
GreenEggs MH-HauntedHalloween.GreenEggs9 (Function MH-HauntedHalloween.GreenEggs.Died:0010) Accessed None
line 38:
Code: Select all
< Killer.PlayerReplicationInfo.Score += 2;
> if (Killer != None && Killer.PlayerReplicationInfo != None) Killer.PlayerReplicationInfo.Score += 2;
Code: Select all
< if ( Event != '' )
> if ( Event != '' && Killer != None)(unsure how to fix)HiddenDeco MH-HauntedHalloween.HiddenDeco2 (State MH-HauntedHalloween.HiddenDeco.Visible:0015) LoopAnim: Sequence 'None' not found in Mesh 'PumpkinRed'
HiddenDeco MH-HauntedHalloween.HiddenDeco0 (State MH-HauntedHalloween.HiddenDeco.Visible:0015) LoopAnim: Sequence 'None' not found in Mesh 'IPanel'
class CreditsTeleporterCreditsTeleporter MH-HauntedHalloween.CreditsTeleporter0 (Function MH-HauntedHalloween.CreditsTeleporter.Teleport:0023) Accessed None 'Owner'
line 24:
Code: Select all
< if ( I.Owner.IsA('Pawn') && Pawn(I.Owner).bIsPlayer )
> if ( if (I.Owner != None && I.Owner.IsA('Pawn') && Pawn(I.Owner).bIsPlayer )
(This function assumes a maximum of 32 players ("var playerpawn players[32]") what may be wrong.)HuntCameraBeta MH-HauntedHalloween.HuntCamerabeta3 (Function MH-HauntedHalloween.HuntCameraBeta.UnsetCamera:00DE) Accessed None 'Weapon'
line 205:
Code: Select all
< if (players[i].weapon.IsInState('DownWeapon') )
> if (players[i].weapon != none && players[i].weapon.IsInState('DownWeapon') )
Code: Select all
< if ( players[i].weapon == None || (players[i].weapon.AmmoType.AmmoAmount <= 0 && players[i].weapon.AmmoName != None ))
> if ( players[i].weapon == None || players[i].weapon != None && ((players[i].weapon.AmmoType.AmmoAmount <= 0 && players[i].weapon.AmmoName != None )))"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-HauntedHalloween (Awaiting final tests.)
Oh these are good to know since they are also used in other levels, best to weed them out everywhere!
Unfortunately I won't be able to address the code ones till next week since my coding attempts break more than they fix.
Unfortunately I won't be able to address the code ones till next week since my coding attempts break more than they fix.

The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-HauntedHalloween (Awaiting final tests.)
Just notice me if I should help - all changes are already done above. ^^
Furthermore the clock is not working online, I'll investigate it later. Also I recommend not using a hour hand for seconds nor ticking sounds, because it is unusual for a tower clock.
Furthermore the clock is not working online, I'll investigate it later. Also I recommend not using a hour hand for seconds nor ticking sounds, because it is unusual for a tower clock.
"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-HauntedHalloween (Awaiting final tests.)
Thank you, I wrote that last post after 3 days without sleep... so I didn't realize you already posted the fixes along with the old options!
I replaced the lines and tested it and all seems to work well now, also removed the second hand and the tick sound from the clock!
I'll delay posting the update until you know if the clock can be fixed online! The old version of the map only had 5 downloads so I don't plan on changing the name, shouldn't run into too many compatibility errors!
(Else I may change it it to "HauntingHalloween" since I am not a fan of putting "v2/fix" in my map names)
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-HauntedHalloween (Awaiting final tests.)
The clock hands will move in clients at online game when you set Mover's RemoteRole to "DumbProxy". Maybe someone knows how to rewrite code that the movers move on clients only...
(And you need only one "ClockInfo" for all clocks that have the same time.)
(And you need only one "ClockInfo" for all clocks that have the same time.)
"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-HauntedHalloween (Awaiting final tests.)
Thanks for all the feedback!
A point comes where I have to consider a map final and I think this is it.
Until The Uarchive adds a download link, the map will be available from Mediafire
A point comes where I have to consider a map final and I think this is it.
- Added checks to prevent a soft-lock if you ripper-jump into the guard tower
- Finished balancing out the end score screen
- Used @Barbie's code suggestions to get rid of most accessed-none related issues
- Fixed the clocks
Until The Uarchive adds a download link, the map will be available from Mediafire
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KingJosh
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Re: MH-HauntedHalloween [Complete! Happy Halloween!]
The functioning clock is a nice addition. never even knew that was possible until now
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KingJoshCity3 under construction coming soon 
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Kayako
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Re: MH-HauntedHalloween [Complete! Happy Halloween!]
Thanks! Barbie told me about it and I thought it would be nice to drive home the theme of "You're stuck in an inescapable, endless night"!
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williamnosdukeweh14usa
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Re: MH-HauntedHalloween [Complete! Happy Halloween!]
That's a great Halloween Monster Hunt map and I'm glad it's completed anyway.
nOs* Duke (William Edward Hackman)
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Kayako
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Re: MH-HauntedHalloween [Complete! Happy Halloween!]
Thank you! Just in time too!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--