Search found 1624 matches

by Nelsona
Fri Nov 12, 2021 1:53 pm
Forum: Unreal Tournament DeathMatch Servers
Topic: {HoF} Blue's R&G Playground | hofgamingclan.com
Replies: 57
Views: 62690

Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Just, please don't do changes in map like altering bot pathways and item place etc. Because then it is not the same map and not the same experience. I added map as it is without changing anything. It has some triggering system which A.I. won't understand but it doesn't use actors messed up for a se...
by Nelsona
Wed Nov 10, 2021 5:14 pm
Forum: Unreal Tournament DeathMatch Servers
Topic: {HoF} Blue's R&G Playground | hofgamingclan.com
Replies: 57
Views: 62690

Re: {HoF} BluEyedB*tch's R&G Playground | hofgamingclan.com

For a map voted and not loaded, one of reasons known to me it's missing required dependencies, certain file is screwed up or is missing. There I will need to investigate logs, either way voting that map and then... rebooting server for saving old log file for examination. I'll look over that Bantrix...
by Nelsona
Sun Nov 07, 2021 4:56 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 53545

Re: Builders helpers for UT Editor

First Post has been updated with XC_PathsWorker version November 2021. Here is about creating Paths through WarpZones but having the option for a custom WarpZoneMarker - a navigation actor responsible for making A.I. to crawl through Warp Zones. If original stock one might do some damage, here we c...
by Nelsona
Sat Nov 06, 2021 3:48 pm
Forum: Mapping & Textures
Topic: Map assessment and pathing enhancements
Replies: 783
Views: 2409143

Re: Map assessment and pathing enhancements

Here might be a prototype... CTF-BorderPatrol_rS1910.7z Notes: For me this is not a CTF stage for multiple reasons: - by using "alternatepaths" Bot going too far won't reach at a random enemy carrier because of distances; - by NOT using "alternatepaths" they will always go throug...
by Nelsona
Fri Nov 05, 2021 4:50 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 53545

Re: Builders helpers for UT Editor

For MapGarbage I've added an option to solve TranslatorEvent "stuff", never seen in plain MonsterHunt into a common trigger and "SpecialEvent" (probably I'll do it more simple in future), I'm currently thinking if I have failed/forgot anything important, code for checking "c...
by Nelsona
Thu Nov 04, 2021 6:57 pm
Forum: Mapping & Textures
Topic: Map assessment and pathing enhancements
Replies: 783
Views: 2409143

Re: Map assessment and pathing enhancements

There are a few small slants and hills where some PathNodes are causing one-way paths - so to speak navigation lockers, there is needed some workaround and perhaps a few AlternatePaths but here story is longer... Flag Carrier can escape or route is way too long and has chances to be killed... recove...
by Nelsona
Tue Nov 02, 2021 2:19 pm
Forum: Coding Support & Tutorials
Topic: Builders helpers for UT Editor
Replies: 84
Views: 53545

Re: Builders helpers for UT Editor

For next Month (or this Month) I will add something for advanced mapping. Chapter is concerning custom Warp-Zones or plain warps if are used and... here is needed a completion, what WarpZoneMarker needs to be used because original one might crash game during testing stage. A new Marker in MyLevel wi...
by Nelsona
Thu Oct 28, 2021 4:03 pm
Forum: Mapping & Textures
Topic: Map assessment and pathing enhancements
Replies: 783
Views: 2409143

Re: Map assessment and pathing enhancements

Here I see Bots working, you have to check if Trooper types are following paths and covering, either way must be detected in which area they won't cover player. Certain spots might generate narrow paths because roaming places are small, maybe BSP problems and there will be needed some fine tuning op...
by Nelsona
Mon Oct 25, 2021 2:25 pm
Forum: Mapping & Textures
Topic: Map assessment and pathing enhancements
Replies: 783
Views: 2409143

Re: Map assessment and pathing enhancements

Yep... not too many comments. I think these "maps" are just buggers for testing whatever stuff more than aiming a decent and a solid server/game... these junks are gonna fly outta map: - PathNodes into void; - Lights into void; - Multiple SkyZoneInfo actors exactly in the same location and...
by Nelsona
Sun Oct 24, 2021 8:13 pm
Forum: Mapping & Textures
Topic: Map assessment and pathing enhancements
Replies: 783
Views: 2409143

Re: Map assessment and pathing enhancements

It seems that map has good paths - because Bots are able to finish it (depending on Monsters reactions - a KrallElite is hidden somewhere, counted) - there is needed coverage test with Trooper Bots because certain spots are narrow. Map looks operational under 1700 reachSpecs (paths), I removed usele...