Hm, that problem with "levitating monsters" is not only in bad SP converted. Is something about mod. I saw last Ecoop game with latest fixes. I don't really know if can return accesed nones or how stable is a server with that game, but there are basic rules when we want ScriptedPawns in Network. Is about avoiding BotPack as much as possible, also there are a few tweaks needed for such a game. All monsters have a shadow, a TorchFlame is updated correctly in Network, decals are tweaked well. All calls to kill messages are completelly redone, is not any call like HeadShot or xxxKill. Functions are defined and is involved strongly GameInfo, even I didn't see any TournamentGameInfo called either.
Yes, 2 times I saw that Ghost Monster with -11 Health by example. The strange thing is that something described in BotPack I don't remember now exactly the class mentioning this -11 health to be a safe value for.... bla, bla. This means an incorrect replication for that monster which suddenly have the same properties as player which is wrong by default. UT has a setting bNoCheating = True by default. This means you cannot be God in network as you want. A Mercenary, can be God. Something is bad here can cause a conflict. Now I don't dig for this too much, last time I really didn't see this bug, were only 2 times in default MonsterHunt used with mutators. In my last game I didn't see this yet, especially since I removed Invulnerability and Imunity of some classes, we want a fair play not craps. But I think I have a solution just in case of problems appeared (timed controlled):
Code: Select all
function timer()
{
checkghosts(); //called each second
......
}
......
function checkghosts()
{
foreach AllActors(class'ScriptedPawn', S) //We Scan Monsters
{
If ( S != None && S.Health < 1) //If we have monsters and Monster with health 0 or less
S.Destroy(); //Destroy them, we already killed them, so we scored already
}
Or can be used a faster code involving PawnList for a faster check. I think I can call this even using AlwaysKeep, but is too much server stress for rarely meet bugs, so I recommend timer.
This work can eliminate a lot of troubles caused maybe by BotPack, BotPack is just for Humans vs/and/or Bots.
My problem is "levitating", this is really unknown for me. I'll be glad if somebody can point me into a direction, maybe I can find the cure. This kind of fake Skin versus body position is boosted by ServerCrashFix when you are firing with any Minigun in a big and heavy Monster. Will see the skin pushed out of body creating a ghost image of action. Since I removed ServerCrashFix, bug gone, but levitating still exists.