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  • SC]-[WARTZ_{HoF}Thu Jan 16, 2020 6:26 pm
    Got it.
  • NelsonaThu Jan 16, 2020 6:03 pm
    DNS which I'm using do needs a small script in Startup for making any IP update and to not spam DNS server each hour or such... For a machine working 24/7 it will need scheduled at once per day.
  • SC]-[WARTZ_{HoF}Thu Jan 16, 2020 5:50 pm
    I have much to do today. Look forward to you figuring out that Demo rec. Good luck.
  • SC]-[WARTZ_{HoF}Thu Jan 16, 2020 5:47 pm
    Check PM
  • NelsonaThu Jan 16, 2020 5:44 pm
    I was checking what is about with that EUT stuff - it's yes and no but... not bad as average...
  • SC]-[WARTZ_{HoF}Thu Jan 16, 2020 5:42 pm
    Nels the VNC info is the same as before just different IP if you need to make any adjustments to old MH servers
  • SC]-[WARTZ_{HoF}Thu Jan 16, 2020 5:41 pm
    I'm moving MH servers back to my local machine
  • NelsonaMon Jan 06, 2020 3:45 pm
    As another problem which I could see at Bot in FallingState - I noticed a function calling some Z movement in a wrong physics moment happening a lot in a recent map tested. I added a sanity check and then problem was solved. Actually Bot was thrown by a Kicker and he keept going up until was hitting roof and falling thousands of units and dying. Nothing unlocked Bot from that levitating crap until I wrote a line, lol Epic.
  • NelsonaMon Jan 06, 2020 3:40 pm
    As far as I know engine usually is blocking pawn on ground at 2 UU higher preserving those 2 units for some purpose - I don't know these maths but this is what I saw at placing actors in maps and... some biogel attached to wall do looks like has a small space between it and wall like is levitating. Perhaps at 1 uu Hitwall gets called and I think due to stair size Bot is facing this problem before to step on stair, when actually if wall is under "stepheight" that should not call Hitwall...
  • NelsonaMon Jan 06, 2020 3:35 pm
    It's not happening all time but... happens and is not nice for a "friend" flag carrier when blabbering at stairs retrying to avoid a "wall" when enemies are coming. Low skilled bots are slower and they seems to manage these a bit better... or else stairs must be reconfigured in another more domestic angle.
  • NelsonaMon Jan 06, 2020 3:32 pm
    Step height is normal but here engine is calling Hitwall probably too fast predicting movement in a wrong way...or this is a sort XC "speed" which I did not asked for...
  • KellyMon Jan 06, 2020 2:40 pm
    Doesn't step height really matter too?
  • NelsonaMon Jan 06, 2020 6:19 am
    But... in case of such spot brutalizing Bot, use Epic methods. Check out UDamage in DM-Deck16][... simple as a pie.
  • NelsonaMon Jan 06, 2020 6:11 am
    That was stock method. Other means a sort of teleporter just for making connection without teleporting - community solution. Else in 2020 we do have XC links on demand if we want...
  • NelsonaMon Jan 06, 2020 6:09 am
    As explained in tutorial at subject forced links but here you have be sure that route is climbable or else funky stuff occurs. In such an angle due to collision processing might get called a HitWall returning pawn in spot and trying constantly without success. Usually such stairs should work but you must test Bot in various skills, exactly high skilled Bots moving faster might have problems...
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