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MHunter
Joined: Thu Jun 26, 2008 5:50 am Posts: 10
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S.SightRadius = (S.SightRadius * DiffScale) / 100;
change to
S.SightRadius = Default.SightRadius;
or give it an unreal unit radius, this should avoid the difficulty issue raising it, but this would also depend on other functions within the script.
i think you could have a point where as the scripts for scripted pawns are unstable at best and giving them more info to process as in multiple targets (pawns and other scripted pawns alike) then this could cause a huge amount of stress on the server.
personally one of the biggest issues i believe is some monsters get edited which can cause huge problems if edited badly. as schlong said....bad mapping.
btw, i am ][X][~FLuKE~][X][_{HoF}, co-Leader and Rocket-X coder for {HoF} so MH is not my forte and would need the source to really check it over but as i have been working with RX code for years i have adjusted to that but i would take a look if it was a serious enough problem to warrent my time.
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| Wed Dec 31, 2008 11:53 am |
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{MK4}HELL§N|PE®
Joined: Thu Dec 04, 2008 5:38 pm Posts: 1139 Location: Hell
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Killerbee's Monster Hunt Palace
*SGR*'s Cyber's Lair
Chapter one MH
Viper DM CTF MH
Alien Clan MH
]KAUT[ MH
I know all of those MH servers when I find more I will post it

_________________ Hell is unleashed.
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| Wed Dec 31, 2008 11:55 am |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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@ MHunter:
Exactly the problem. The mod allows the maps to break it. Hallelujah, someone gets it!!
The issue is how to address it. I really need to create a toolbox that locks down a lot of scriptedpawn functions so that the maps don't make them stupid levels. The thing that I'm finding hard is that in order to Super the functions I end up breaking the mod/map relationship, but if I address it lower in sequence, the maps generally override the attempt at modding it.
It all seems easy at first, but it's a real problem as you peel it back.
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| Wed Dec 31, 2008 12:28 pm |
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{MK4}HELL§N|PE®
Joined: Thu Dec 04, 2008 5:38 pm Posts: 1139 Location: Hell
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MHunter wrote: S.SightRadius = (S.SightRadius * DiffScale) / 100;
change to
S.SightRadius = Default.SightRadius;
or give it an unreal unit radius, this should avoid the difficulty issue raising it, but this would also depend on other functions within the script.
i think you could have a point where as the scripts for scripted pawns are unstable at best and giving them more info to process as in multiple targets (pawns and other scripted pawns alike) then this could cause a huge amount of stress on the server.
personally one of the biggest issues i believe is some monsters get edited which can cause huge problems if edited badly. as schlong said....bad mapping.
btw, i am ][X][~FLuKE~][X][_{HoF}, co-Leader and Rocket-X coder for {HoF} so MH is not my forte and would need the source to really check it over but as i have been working with RX code for years i have adjusted to that but i would take a look if it was a serious enough problem to warrent my time. FLuKe?!
From www.hofgamingclan.com
Well if you are Hiya I never knew you registred. 
_________________ Hell is unleashed.
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| Wed Dec 31, 2008 12:44 pm |
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MHunter
Joined: Thu Jun 26, 2008 5:50 am Posts: 10
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HELL§N|PE® wrote: MHunter wrote: S.SightRadius = (S.SightRadius * DiffScale) / 100;
change to
S.SightRadius = Default.SightRadius;
or give it an unreal unit radius, this should avoid the difficulty issue raising it, but this would also depend on other functions within the script.
i think you could have a point where as the scripts for scripted pawns are unstable at best and giving them more info to process as in multiple targets (pawns and other scripted pawns alike) then this could cause a huge amount of stress on the server.
personally one of the biggest issues i believe is some monsters get edited which can cause huge problems if edited badly. as schlong said....bad mapping.
btw, i am ][X][~FLuKE~][X][_{HoF}, co-Leader and Rocket-X coder for {HoF} so MH is not my forte and would need the source to really check it over but as i have been working with RX code for years i have adjusted to that but i would take a look if it was a serious enough problem to warrent my time. FLuKe?! From www.hofgamingclan.comWell if you are Hiya I never knew you registred. 
yup....the one and only...
gopostal, if you can send me that full .uc in a pm i will look through it and see if you can have another mod to control the radius function which would be a simple extension to the MH source, i would need to see the full .uc to determine if that is indeed possible, i am guessing it will be a simple overide, simply expand off this .uc script and rewrite it in a seperate plugin style mutator.
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| Wed Dec 31, 2008 1:43 pm |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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The source file is in the downloads section. If this is something you might consider pursuing, please let me know. Perhaps we could get together and compare notes and I could show you what I have tried.
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| Wed Dec 31, 2008 1:46 pm |
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MHunter
Joined: Thu Jun 26, 2008 5:50 am Posts: 10
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sure, i will take a look at it over the next few days and see if there is anything i can see that could cause server drain.
de ja vue, i did this with the Rocket-X code when i first started..lol
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| Thu Jan 01, 2009 5:11 am |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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Good to have some help on this. By the way, did you ever get headway on your previous post about working on the hud? I crafted a neat little radar to add to the hud that is totally client controlled and only sees the scriptedpawns. It has zoom, on/off and is not gonna "take over" the screen but it makes finding those last couple of monsters easier. Problem is I can't get the damn thing to replicate over the MH hud.
I spoke with the guys at DU about that very mod you were talking about to see if I could get permission to decompile the code to see how they did it, but couldn't get a direct yes or no. Since I'm kind of at an impasse I shelved the project. Be nice to finish that last mile or so on it to release.
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| Thu Jan 01, 2009 5:54 am |
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{MK4}HELL§N|PE®
Joined: Thu Dec 04, 2008 5:38 pm Posts: 1139 Location: Hell
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Well good to see you
_________________ Hell is unleashed.
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| Thu Jan 01, 2009 6:10 am |
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§erenity
Joined: Thu Jan 01, 2009 8:21 am Posts: 1
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Just found this site recently, nice!
There is one server not mentioned here - Alien Clan, ip: 84.244.130.178
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| Thu Jan 01, 2009 8:24 am |
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