These settings belongs to a new MH (can be any name) but using MH maps as support - a kind of MonsterHunt - to be browsed properly.
Original Package is still loaded (called by Map) but player is not really using it. Technical Reasons:
- End is other trigger - all recoded MH games have this new type because default won't end map;
- Old Weapons - all (absolute all) old weapons are now integrated into this game-type with proper effects, sounds, without any dummy class called - credits here almost only for me because I lost 2 weeks fixing them and losing some hair, especially because they have codes hacked from Botpack - so, not many credits - or credits goes only to Epic - they are owners;
- Monsters (almost all) - are acting friendly because they are a team - small flaws are adjusted in 0.8 seconds (Maybe I'll quit this strategy using other things - I'm thinking) - I said almost all because I have some Fixed classes which not crash server due to original messed attitude code - they won't deny teaming because they have a Leader (doesn't matter if is only spectating - is Leader and they are glad (Idiotic trick for idiotic creatures));
- PlayerCanSeeMe bug was found last time in 2012 not this year - I play only pretty good maps - pathed and RelevantTimeOut=40;
- Monsters killed by death triggers won't come back to life (will see them again only if map is revoted);
- Except monster Fly, certain classes have now Animation sequence "Fighter" solved;
- Monsters can be amplified to a higher level in case of a very skilled hunter who kill 100 monsters with a Spoon in 3 seconds
;
- A few Projectiles bugging people and server are rebuilded to not spread errors;
- Weapons throwed on ground by dead pawns are keept in a decent limit;
- Monster blocked firing in a wall useless painting decals is stopped shortly if there is no enemy nearby;
- Player heavy ambushed might crouch down - will S..ts a grenade from a.. and will deliver 300 SplashDamage dying with the dignity of a kamikaze warrior;
- Player fighting with monsters will see blood splashed on walls as for human player - green for Mercs, some Spinners, Insekt, ect.;
- All armed monsters with old weapons can use their weapons (net aliases properly) throwing good things;
- common stuff throwed falls on ground properly;
- monsters can by pissed off by other "pawns" which might attack them responding, fighting back - Cannons, FlockPawns, different crappy pawns non-monsters ?;
- .... ?
In other A.I. enhancements - Bot hunter:
- Bot won't bug player with an assumed cover - will freelance;
- Bot won't run in place when map doesn't have paths - the mostly this is noticed at game start;
- Bot will asses a target - as long as target is not touched is kept and won't perform a bunch of "Foreach AllActors" constantly seeking target - works faster;
- Bot is friend with pawns "hunters" and they hate monster by default;
- Bot is not interested in any race to end as long as is surrounded nearby by Monsters - is interested to kill them;
- Bot reached at End is waiting nice to end game runing a bit around End to check if monsters aren't still intended to spawn until map is ending;
- Bot touching a Point Will announce "Control point is secure." - with "mutate ai" player can see the target and can travel (as admin in 451 - as anybody in 436) can use Bot feature to find the desired point. MonsterWayPoint touched will shows up as being Translucent. Unvisited WayPoint is still masked normally;
- Is impossible to break attack touching to early another Position than required, breaking attack at certain moment - MonsterWayPoint has protection against idiotic attack;
- Bot is not interested by any Nali or any Cow;
- Bot lost in a plane field too far from paths than normal, will check his position and will run to a pathnode to recover navigation;
- Bot if will notice a pathed map but no way to end will collect stuff as in DM and will wait any enemy at AmbushPoints - even a monster can use them, read again;
- from 3 HUDS, 2 are reworked to support Bots implemeted in maps by default (eg. B99-MinasTirith) without spaming errors at Player;
- ........ ?
Controller tunes:
- We can see if map doesn't have Relic/Bot support;
- Timer is removed because we know how many hunters are in game just looking for some Botpack stuff without doubling craps already done by Epic;
- A few functions were modified to gain speed - as suggested by Kelly;
- Bonuses exist even I started to hate using timers in BaseMutator- so I advanced their utility;
- small tricks were done to game-type to asses another order without reworking new Bots, new player class, new voice packs - using just defaults but triggered properly;
- a bullshit attitude code locking server looks removed I think some 90% - Might have change 1 at 10000000 to happen based on a nasty player?;
- player entered is a nice guy. Why ? If kills other player will suffer a heart attack, if try to mess up a mover will die crushed. If is joined will modify speed being aligned to 20kb/s speed according to spam MH parameters, if wants to throw an empty weapon or any weapon bugging other hunter, this one will get vanished in maximum 2 seconds. If wants to shoot a mate, antiboost will stop throwing friend very far, but he can blow up himself punished by his own action;
- we receive an anouncement when ANY hunter is firing redeemer - a more fixed one - credits for Mars, Tina and to UTPT for helping me in hunting this bug: PostRender.Accesed None;
- Redeemer is assumed to not lag player at first sight because I set a precache code properly;
- Also I tried to speed up precaching of monsters (because of new content) who might lag a bit;
- ........ ?
Appologises:
- I think I forgot all fixes;
- I won't add other required 3 pages of scripts addressing certain maps - will slow down performance and I worked too much to have sensitive monsters;
- There are maps with a bunch of craps implemented (assumed usefull or cool) in fact they just ruin game - out of my duty to fix tens of GB.;
- As long as I cannot rebuild all meshes because FULL UT SOURCE-CODE IS NOT AVAILABLE ANYWHERE, read again, I don't need scripts only (pls, Medor do not post a crap link here as you did somewhere) because Mars asked for MESHES resources not Scripts;
- And so on... ?
To work ?
- destroy useless "lives" usage - we don't need players left from servers;
- asses respawning for Implemented Bot(s) in maps;
- a few customizable values - with limits;
- fixing stock monsters errors completely;
- ... others ?
These are implemented (and others might be implemented as well) in any kind of MonsterHunt game-type. Exist a small trick to have server in MH browser - game controller is different because I don't need any interference with old controller to spread errors. MH ideea was awsome for everybody - not the controller. In fact I think I'll name this game MonsterKiller to not awake any doubt, even to use maps named LH - (lamer hunt) or others like these added as MonsterHunt maps but having nothing in common with default MonsterHunt game.