Fight Club... kinda sorta maybe·ish

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EvilGrins
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Fight Club... kinda sorta maybe·ish

Post by EvilGrins » Mon Apr 29, 2013 12:36 am

Slow day at work, did a yoututbe search and found vids of monsters fighting monsters, not just Unreal/UT stuff either.

This though is:


Guy is summoning monster·bots in to defend him and watch his back. Monsters I wasn't aware there were bot types for.

1) Any idea what he's using to do that?
2) Is it only available for unreal1 or is there a version for ut99?

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Hermskii
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Re: Fight Club... kinda sorta maybe·ish

Post by Hermskii » Mon Apr 29, 2013 8:27 am

This is way cool. I bet Kelly and Nelsona would want to see this. Nice find.
~Peace~

Hermskii

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Nelsona
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Re: Fight Club... kinda sorta maybe·ish

Post by Nelsona » Tue Apr 30, 2013 1:02 pm

That's not bad at all. Problem, those are monsters I don't know if are bots. Common monsters are ignoring bots the mostly (only if a mutator will rise some dust over there).

Yes I was thinking at some monsters helping player but I have a problem or more to debate:
1) Monsters Wild should not damage or fight each-other;
2) Monsters friends will do damage at other monsters but not themselves as well;
3) I want a Bot to manage both classes, hunting wild monsters and ignoring or helping friendly monsters;
4) Other different A.I. habbits - I need a kind of actor (Mental guider) for friendly monsters to find me at 10000 UU distance to support me not a demo in a room.

Aditional note:
I wanted to develop support for follwers but I think I'll push limits slowing down A.I.
In other ideea I have to complete my objectives for a different MH controller.

Friendly monsters ?
This is not the worst part. Need to set attitude properly and a few things to not affect later their attitude, a subclass of ScriptedPawn.

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EvilGrins
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Re: Fight Club... kinda sorta maybe·ish

Post by EvilGrins » Fri May 03, 2013 7:57 pm

There's a variant in some of the newer installs of ut99 that disallow the bots from detecting the monsters... or vice versa. I got into this with Kelly a stretch back, debating how to get around it. I ultimately found a cheap knockoff fix.

I copied the Unrealshare.u file from the original ut99 install over onto the newer one. I don't know why but it corrected the issue.

From that point on bots and monsters freely started attacking each other like they were supposed to.

Why Unrealshare.u? I compared my original install, painstakingly slowly, with the newer one and it was that one file that was different from all of the others. I don't know what about it caused the difference... but it does.

Go figure.
Nelsona wrote:1) Monsters Wild should not damage or fight each-other
You'd think so but apparently they're kinda geared to in the right circumstances.

I first noticed this in 2001, maybe a bit earlier, with the initial release of MonsterMadness. The monsters went after the players but if they couldn't find one they started attacking each other.
Image
Monster energy attacks don't effect monsters of the same type. Krall can't kill any other Krall, even KrallElite, with their staff blasts... but they can kill each other if they whack each other with them. Skaarj energy bolts can't kill any other kind of Skaarj, except the military ones that use the actual game weapons. Pretty sure the only exception is Titans throwing rocks at each other.

MonsterMadness later fixed this thing that allowed the monsters to fight each other... although I kept the original version of MonsterMadness because I thought it was kind of cool... though I haven't used that version in years.

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Nelsona
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Re: Fight Club... kinda sorta maybe·ish

Post by Nelsona » Sat May 04, 2013 4:24 am

Interesting. I'm curious what any other UT99 version of UnrealShare.u might be found since I know one and the same for 436, 440, 451, and if other version works ON-LINE. If exists one and full compatibility I want that for server because this one with lazy monsters is pissing me off - to many codes for fixing this issue.

About MonsterMadness ? Already a guy posted at Helen about breaking Flag in CTF games with Monsters from MonsterMadness, I'm interested how many good servers are using that crap. Monster doesn't have a replication as player and monster shouldn't be bIsPlayer EVER. But... there are more packages or so called packages good only for headaches not for servers, I stopped diging in dumb stuff a long time ago.

Other note ? I had in 4th column in mapvote a few years ago MonsterMadness as alternate option in my server. Just ruined MH with garbages left in server and breaking player ping having NONE compatibility with MH in a server.

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EvilGrins
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Re: Fight Club... kinda sorta maybe·ish

Post by EvilGrins » Sat May 04, 2013 2:45 pm

1) The other install i had was from the Unreal Anthology package. Now, I don't have the original Unrealshare.u from that on my system anymore, but i do have the installation discs so in theory I could probably get at it someday if i needed to.

The UA install had some other issues. It comes with Unreal1, ut99, Unreal2, and UT2004. From what I've heard, the Unreal1 install has issues with online play... but I didn't ever much bother with that version. You can probably google it or something.

The UA ut99 install is version 436, for what it's worth.

2) Unless someone else ran into that, I posted about that on a few forums over a year ago. Just for feedback. Not just from MM, but if a monster picks up the flag and you kill the monster the flag just disappears. Very frustrating.

3) I've found that MM doesn't work well with MH in general due to a general glitch in UT with monsters and that even MM monsters don't tend to follow bot paths so much. The glitch is that if certain monsters kill other monsters, they don't respawn. Not normally an issue as monsters aren't supposed to but the MM ones do respawn... unless killed by another monster. Not so helpful if you want them to complete a game.

MM has this problem internally too. If one of the MM Military Skaarj kills any other MM monsters with a UT weapon, that monster will not respawn.

Weird, no?

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