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PostPosted: Tue Jul 21, 2009 3:40 pm 
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Joined: Tue Jul 21, 2009 2:20 pm
Posts: 40
Location: Texas
I'm making a Monster Hunt map and would like to use all the features of the mod to the best of my ability.

But I'm having trouble finding specific info on what is in the mod that is new. Other than the MonsterWaypoint and MonsterEnd trigger.

Specifically , i'd like to know about the monsters in general. They don't seem to be smarter. Is there any code in MH that gives you modifiable traits to monsters?
Can you keep monsters from attacking other monsters or do you have to make a new subclass?

What is the specific gasbag bugs? Something about triggering events causing crashes.

Can you have monsters patrol an area and stay put?

Can you befriend a monster to help you in your battle?

I'm sure some of you are aware of SuperApes OldSkoolMonsterTools for UT2004 which gave the monsters a lot of abilities. What are the abilities of our MH monsters? Other than changing their health is there a way to make them smarter or dumber.

The map i have going has a wierd thing that happens. Once all the flys have spawned from my creature factory ..ALL the bots begin to run in place. They are not stuck on a path node too high. They all get stuck and i think it is when the last fly is spawned or killed..not sure what causes it but it needs to get fixed. If i order them to attack or follow me they all are immediately unstuck. Very wierd bug. I've done 1000's of hours of bot testing and never seen this behavior before.
Any ideas or advice on this would be appreciated.

I'd like to incorporate some gimmicks in map (puzzles) of sort like in a single player map. Nothing to difficult and it will certainly be well explained so even the noobiest of noobs could see what to do.
Is this type of challeng welcome or hated in the MH community?
The theme revolves around an abandoned Nali Temple that has been taken over by the Skaarj and used as a monster development and research facility. Unfortunatley , you have been captured and kept in a holding cell in one of the dungeon areas until they call you for further testing and probing etc.
Lucky you, the monsters have escaped and begun to over ride the base killing the Skaarj and basically causing havoc. Part of their havoc involves releasing all the cell doors releasing all their monster friends ...and you as well. This may be your chance for escape.....but it just might have been safer in your well secured cell.
You and your teammates decide to make a break for it and attempt to escape the decvaying temple killing monsters along the way.....blah blah blah...................

so im some areas i'd like to have a few simple challenges that involve more than just killing monsters and advancing. Hopefully this type of gameplay is not frowned upon too much. I pomise it will be well done but I'd like to have feedback before i do something people are going to hate.

Another question. The bFalling. What does that mean? If true does it drop a monster to the floor even if they are flying monsters? So if i place a flying monster in the air..i want to make sure that is False so they continue to fly around until they see an enemy to attack? And info on the bFalling would be appreciated.

Under Pawn- what is DropWhenKilled? and what does it do and what can it be changed to?

Under Orders tab

I'd kinda like to know everything here.
What is teh AlarmTag and what does it do..how do you set it up.
What is bDelayedPatrol?
What is bNoWait?
What do you put in Orders? Are there several options?
What is OrdersTag and how do you set it up?
What is SharedAlarmTag?

------------------------
Under Combat Tab

Aggressiveness---Is 5 the highest?
What is bIsWuss?
What is bWarnTarget?
What does the Combat Style numbers represent and what is the high /low?
---------------------------
Under AI tab

AttitudetoPlayer-ATTITUDE_Hate is one ..what are the other options?
bHateWhenTriggered-What does this mean and where is it useful?
bIgnoreFriends-Will this keep monsters from attacking each other?
bIsBoss-What does this do?
bQuiet-What does this mean?
bTeamLeader-What does this mean and how would you use it?
FirstHatePlayerEvent-What is this?
Intelligence-What are the options here from worst to best in smarts.
Skill-What does this do?
TeamTag- What does this do?

Okay thats about all for now. Thanks in advance for any help i get on these issues.


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PostPosted: Wed Jul 22, 2009 1:51 am 
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Joined: Tue Aug 26, 2008 5:21 pm
Posts: 185
Location: Kansas, USA
Check this page out: http://wiki.beyondunreal.com/Legacy:ScriptedPawn
On that page, look under Properties, Orders and Order States. The Orders will let you control what a monster does.

Some monsters have certain gimmicks, like Krall can play with a dice, Krall can sleep, Skaarj can fake their deaths, Warlords can teleport away before being killed, Titans can be set to sleep and wake up when triggered. Check out their properties and play arround.

Also check this tutorial out: http://wiki.beyondunreal.com/Legacy:Bas ... n_Tutorial

Monsters CANNOT be friendly unless they are already friendly. (Nali, Cow, Bird, Rabbit, etc.)


DropWhenKilled is a cool little feature, it allows a monster to drop an Inventory item when killed. Anything listed under Inventory in the Actor Browser can be used on that property.

All that you need is already included in UT, NavigationPoint contains the majority of the actors that you will need. (Monsters think like Bots, they just follow the bot paths and obey orders.)

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PostPosted: Wed Jul 22, 2009 2:22 am 
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Joined: Tue Jul 21, 2009 2:20 pm
Posts: 40
Location: Texas
<GF>-REX!! wrote:
Check this page out: http://wiki.beyondunreal.com/Legacy:ScriptedPawn
On that page, look under Properties, Orders and Order States. The Orders will let you control what a monster does.

Some monsters have certain gimmicks, like Krall can play with a dice, Krall can sleep, Skaarj can fake their deaths, Warlords can teleport away before being killed, Titans can be set to sleep and wake up when triggered. Check out their properties and play arround.

Also check this tutorial out: http://wiki.beyondunreal.com/Legacy:Bas ... n_Tutorial

Monsters CANNOT be friendly unless they are already friendly. (Nali, Cow, Bird, Rabbit, etc.)


DropWhenKilled is a cool little feature, it allows a monster to drop an Inventory item when killed. Anything listed under Inventory in the Actor Browser can be used on that property.

All that you need is already included in UT, NavigationPoint contains the majority of the actors that you will need. (Monsters think like Bots, they just follow the bot paths and obey orders.)


Thanks....I'll check out those links. I already answered some of my questions digging around today. Refound the creature feeding guide i used to have long ago.

So thwe friendly state is a C++ that can't be changed? Sucks but okay. I was hoping to incorporate a couple of deserting Skaarj willing to help fight with the "team" during the escape but it's no big deal. I could use a Nali i suppose.

There isn't too much for tutorials on the monster hunt mapping. It is quite different than normal gametype mapping, maybe close to single player levels though. At least i have a good working knowledge of triggers ...they seem to be the trick to getting some good game play.

Most of the maps i have played on the MH servers are not very gameplay friendly. Especially for people who do not know the maps. And some mappers have just gone crazy with completely too difficult jumping tasks and some have made the monsters way to tough. When i have to shoot a pupae 30 times with the shock combo to kill it and there are 10 of them coming at you....that is bad game play imo.
Of course i am no expert but the maps i have seen are not very well made with the exception of one or two i have seen. Lots of them are very plain and ugly ..and then you have the flip side where some are outrageous with the light effects and so on.

I am going to try to find a balance between pretty and playable. (hopefully)

Thanks for your help! Anyone know about beta testing a map before it's released to make improvements and removing problems? Can we upload here for beta testing or is there a site that i should go to do that?


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PostPosted: Wed Jul 22, 2009 7:17 am 
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I have a server setup specifically for beta testing purposes, the server will have a password on it. It should be running very soon, there you can test whatever you like. Just upload the file to some kind of web space/web server and send me a PM to the link and I'll get it added asap

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PostPosted: Wed Jul 22, 2009 7:58 am 
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Joined: Sat Nov 15, 2008 11:54 am
Posts: 166
Hey Texas :) ... nice to see you in this part of the unreal universe :)

I'd never expect a MH map from you ... but then again, why not? I'm looking forward to see what you'll wrap up for us :wiggle:

About the monsters not attacking eachother gopostal made a little script public somewhere, i'll try and see if i can dig it up. The script can either be used in a subclassed monster or just added from within editor on each monster (did i hear the word duplicate? haha).


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PostPosted: Wed Jul 22, 2009 3:18 pm 
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Joined: Tue Jul 21, 2009 2:20 pm
Posts: 40
Location: Texas
@Skillz- Thanks..that will be great. I won't hav ethe map ready for quite some time as i have just started it and i am known as a very slow mapper. But i will for sure PM you when i get it ready for online test. I'd like to finish it...test the heck out of it myself...then put it up for MH players to test and give suggestions and feedback. The bots will be quite good so there shouldn't be any loss of teamwork testing offline during the beta stages. I usually do 2 or 3 beta runs to get it finalized and tweak everything. Then we'll be ready to see if it runs on a server.
I'll look you up when that time comes. Very cool! Thanks!
-----------------------------------------------------
@TheDane-Well, yeah you never know why you find something. I think i was getting pretty sick of cheaters and typical mean spirited people who play the other gametypes...and all the name calling that goes on. I'm not talking about when it's all in fun and everyone is laughing, but when it is intentionally meant to be rude. I went to a few of the monster hunt servers and found everyone very nice and jovial and it seemed to be a much friendlier atmosphere. Plus i can sit back and have a cigarette during a match if i am so inclined.lol It just struck me one day that ...i was having fun playing UT again instead of being disappointed when i played online. Then one time someone i was playing with on i think House of Fools server knew my Clue map and asked why i haven't made a monster hunt map. I didn't know the answer to give him and i thought about it for a while and decided to give it a try. I haven't really mapped much lately but i decided to do one and see how it comes out.

I did see that monster script he wrote. The thread title was monster infighting. I guess i need to ask if i can use it because i don't like my Skaarj killing each other. I know they are bersekers but at this rate it's amazing they ever propagated as a species when they attack as soon as they get agitated. Ha!


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PostPosted: Thu Jul 23, 2009 12:43 am 
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Joined: Sat Nov 15, 2008 11:54 am
Posts: 166
hehe yeah, them kids are all over, I hate to break it to you but they are also on MH servers :( ... though the HOF servers seems to be well administrated. You don't need to ask gopostal for permission to use that script, i know him very well and i'm sure it's free to use for all, that's why he made it public in the first place i think.

I myself have made a few MH maps, don't look em up, they are a bunch of crap ... mm... except one perhaps, but I too find it annoying that the monsters have infights grrr, and I think of it as bad coding in the MH mod as it's supposed to by a human vs monster gamestyle and not monster vs monster?

gopostal made quite a few enhancements to the gameplay though, most of them are here to download i think?

Quote:
So thwe friendly state is a C++ that can't be changed? Sucks but okay. I was hoping to incorporate a couple of deserting Skaarj willing to help fight with the "team" during the escape but it's no big deal. I could use a Nali i suppose.


yes if you want it to be a skaarj just add a friendly nali to your map and assign it to wear the skaarj mesh/model/skin. The players will never know and you'll get the result you wish without changing the scripts.


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PostPosted: Mon Jul 27, 2009 7:51 pm 
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Joined: Tue Jul 21, 2009 2:20 pm
Posts: 40
Location: Texas
What does this script do "attract check"

--------------------------------------------------------------------------------

AttitudeToEnemy = AttitudeTo(Enemy);
TG = TeamGamePlus(Level.Game);
if ( TG != None )
{
if ( (Level.TimeSeconds - LastAttractCheck > 0.5)
|| (AttitudeToEnemy == ATTITUDE_Fear)
|| (TG.PriorityObjective(self) > 1) )
{
goalstring = "attract check";
if ( TG.FindSpecialAttractionFor(self) )
return;
if ( Enemy == None )
{
WhatToDoNext('','');
return;
}
}
else
{
goalstring = "no attract check";


I have a problem with my bots running in place. They do this when there is no enemies in sight.If an enemy appears..then they kill it and go right back to running in place. Their mind reader stuff says attract check or no attract check. I found this script ..the bots AI script from unreal site. This is not a path node to high problem. ALL the bots begin to run in place at the same time......when one moves..they all move. Then stop again...most are not over a path node, but inbetween nodes.

If i play with them...and i see them running in place...ordering them to follow me immediately stops their running in place.

What exactly is this attract check and is there a way i can get them to "see" something to attract them off their running in place problem?


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PostPosted: Mon Jul 27, 2009 10:41 pm 
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Joined: Sat Nov 15, 2008 11:54 am
Posts: 166
well, not knowing the exact script you quote there, what class is it from?

however this script seems to be a bit of a AI code that tells the pawn it's made for to find something attracting. If it was a bot it could be a health pickup, armor, or a closeby enemy. However this scrit does not trigger the running effect as it triggered by calling the PlayAnim running state.

Added after 3 minutes:

now when there is no enemies present this script calls the function : WhatToDoNext();

you should try and find that function and see if it triggers the PlayAnim running state.


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PostPosted: Mon Jul 27, 2009 11:38 pm 
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Joined: Tue Jul 21, 2009 2:20 pm
Posts: 40
Location: Texas
TheDane wrote:
well, not knowing the exact script you quote there, what class is it from?

however this script seems to be a bit of a AI code that tells the pawn it's made for to find something attracting. If it was a bot it could be a health pickup, armor, or a closeby enemy. However this scrit does not trigger the running effect as it triggered by calling the PlayAnim running state.

Added after 3 minutes:

now when there is no enemies present this script calls the function : WhatToDoNext();

you should try and find that function and see if it triggers the PlayAnim running state.


Thanks. I am a total noob at scripts.

It's the bot AI script. Looking at the function whattodonext script it looks like this.

function WhatToDoNext(name LikelyState, name LikelyLabel)
{
if ( bVerbose )
{
log(self$" what to do next");
log("enemy "$Enemy);
log("old enemy "$OldEnemy);
}
if ( (Level.NetMode != NM_Standalone)
&& Level.Game.IsA('DeathMatchPlus')
&& DeathMatchPlus(Level.Game).TooManyBots() )
{
Destroy();
return;
}

BlockedPath = None;
bDevious = false;
bFire = 0;
bAltFire = 0;
bKamikaze = false;
SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true);
Enemy = OldEnemy;
OldEnemy = None;
bReadyToAttack = false;
if ( Enemy != None )
{
bReadyToAttack = !bNovice;
GotoState('Attacking');
}
else if ( (Orders == 'Hold') && (Weapon.AIRating > 0.4) && (Health > 70) )
GotoState('Hold');
else
{
GotoState('Roaming');
if ( Skill > 2.7 )
bReadyToAttack = true;


Now when my bots are stuck running they are in Roaming state. If that helps.

Added after 17 minutes:

GotoState('Roaming', 'GiveWay');
return;
}
}
}

function BeginState()
{
bNoShootDecor = false;
bCanFire = false;
bCamping = false;
if ( bNoClearSpecial )
bNoClearSpecial = false;
else
{
bSpecialPausing = false;
bSpecialGoal = false;
SpecialGoal = None;
SpecialPause = 0.0;
}
}


That is the roaming state. There is not a runningstate. I am guessing running is an animation. Not a state the Bots have. Now at the end of that roaming state is says nospecial goal. Perhaps i can make the MHend trigger the special goal to keep them moving? Dumb idea? I'll try it anyway. I think that is a property in advanced tab. I'll go check it out and see if it does anything.

Okay there is no "specialgoal" in the properties tab. There is a killgoal, a secretgoal, and an itemgoal. I'll try them all and see if it keeps the bots from finding this i cant move state they find themselves in.


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