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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
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#31 |
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beep...beep....beep...
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That's OK mate, no problems there.
I wouldn't mind going through the goodie drop again and fine tuning it to loactions ei - group of three Krall and 1 Skarrj = 2 health packs and a Krall Staff. When i was doing it i just used the search actor tool and flipped between them all, it's only a 5 minute task ![]()
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#32 |
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Registered Monkey
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With the latest version of OSM-Gauntlet, I now see a bug in the toolset, related to the new feature to engage an AIScript for your Pawn along with your cutscene. The first cutscene with an AIScript runs fine, successive ones do not. I did some minor fixes to my working version of the toolset and if I can nail that bug, I'll do a supplemental update.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#33 |
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Registered Monkey
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I'm going to release a supplemental update that fixes several bugs with the OSMObjectiveManager in relation to non-linear Objective setups and Objective setups that omit some optional features such as cutscenes, playerscripts and playerstarttags.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#34 |
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Registered Monkey
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I am working on Gauntlet and other things today. I only have one new addition to my working version of the toolset, so I'm not sure if I'll be doing a full update today or not.
So far this week: Decorations added: - Carcass : Just a mesh with no collision that you can specify an animation sequence and frame to freeze on. Default is human male skeleton mesh, but you could set any animated mesh. There were carcasses in old UT, I think this is close to what it was. (and the only other thing I might add today is) DamageType added: - Poisoning : A DamageType that does normal damage, like melee damage, but also causes the target to become poisoned, by giving it the new Poison Inventory. This would be useful for poison darts, triggered physics volume poison "fog", or custom monster damage. The way to code this Poisoning DamageType isn't obvious to me yet, I need to find an entry point to add Inventory to the target, but I'll find it.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
Last edited by SuperApe; 05-14-2006 at 05:47 PM. |
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#35 |
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Registered Monkey
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I realized that the larger or more powerful monsters I have in this toolset should do what the Warlord does, which is ignore minor damage. They are still hurt of course, but now creatures like GiantGasbag, GiantManta, Behemoth, SkaarjBerserker and SkaarjLord (which has armor) do not play thier pain animation and sound if the damage is below a certain threshold relative to their default Health and overall strength. This prevents the player from easily killing the larger, more powerful monsters by simply hitting them with a steady stream from the AssaultRifle or Minigun and watching them do the "Chaingun-Cha-Cha", as Doom used to call it. This really makes a difference and it seems like a proper advantage this gives to larger creatures. It will be part of the next update.
EDIT: Now updated in the latest version of the toolset (v0.98b), check out the difference. It's a pretty significant gameplay change.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
Last edited by SuperApe; 05-23-2006 at 11:24 AM. |
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#36 |
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Registered Monkey
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ThingFactory, and it's child actor, CreatureFactory have been sticky things to nail down. I just found a glaring error in the code that would effect setups where you'd want to simply trigger the Factory when you wanted a item/creature. The bug would make the factory just spawn it without waiting for the trigger. It almost is enough to make me want to do a supplemental update, because I know Lord_Simeon and I are both trying to do that.
I'm using this in my map now and trying to get a CreatureFactory to *only* spawn on trigger. But, it was designed to automatically respawn whenever the creature is killed. (It's Event is set to the CreatureFactory's Tag, so the creature triggers the factory all by itself upon death.) This design is described in a few places, like Unreal Creature Care and Feeding Guide, so I put it in the code to automatically set the creature's Event to match the Factory's Tag. But, I'm wondering if I should allow an option on CreatureFactories, something like, bAutoRespawn (default = true), so that the mapper can turn that off, like I want to in my map now. Maybe I should take a look at the original code for ThingFactory and CreatureFactory.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#37 |
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Registered Monkey
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outpt.co.uk brings up another ThingFactory problem I've noticed (but haven't paid attention to yet). If you want to spawn a Pickup, like a HeathPack or a Weapon, it does so, but then respawns it 30 seconds later. It's spawning a Pickup, which is an actor that is meant to be used in DM (or other) maps to give a constant supply of items for the players. For our purposes, we often need to limit and carefully regulate the goodies doled out. So, I'm thinking about adding an ActorLifespan property to ThingFactories. This would allow the mapper to set the lifespan of the Pickup (or not), and let them spawn inventory once, only for a certain amount of time, or continuously like it does now. I will probably put this into the next version release.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#38 |
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Cool Signature
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Say's hi
Hi all,
I'm SaKa and I will assist Sjosz on OSM-Infiltration Besides making the static meshes for that map I'll also be trying out the tools and give feedback when necessary. |
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#39 | |
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Registered Monkey
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Regarding ThingFactories and dropped Pickups
Quote:
EDIT: Officially fixxored.Saka: Woohoo! Welcome! ![]()
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
Last edited by SuperApe; 05-28-2006 at 10:53 PM. |
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#40 | |||||
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Registered Monkey
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Quote:
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Quote:
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Quote:
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#41 | |
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UP Regular
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More wish list:
Weapons: Halfway through my map, I'd like the player to obtain a chaingun to help with a set of difficult enemies. Player picks up chaingun but then dies. Player left without chaingun now. ![]() Workaround Found: Use PlayerStart Events to trigger a ThingFactory, which drops all weapons in front of the player. Solutions? Ability to respawn with same weapons (With the weapons default ammo), or ability to set 'starting weapons' at each objective's player starts. Monster Drops: Monster goodie drop appears to disappear quickly; would like to see these stay around for a bit longer. Workaround Found: Use pickups instead of monster goodie drops. Solutions? Give drops a bit more lifespan (30s?) or infinite. I do understand that this is "Old Skool Monsta Toolz", so I apologies if i'm treating this as something more complex. I'm just trying to create my ideal SP map ![]() Quote:
- It all clicked into place when i placed my own objective manager. If it's quick and easy, maybe just change the color of the eye to blue or something.
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Last edited by outpt.co.uk; 05-29-2006 at 12:18 PM. |
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#42 | |||
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Registered Monkey
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Quote:
![]() While you can now define the default weapon (OSMObjectiveManager -> DefaultEquipment -> "<PackageName>.<InventoryName>"), there isn't a way to define the default weapon at each Objective atm. I think your workaround is good and if it works, I'm inclined to call that the "recommended procedure". But if it looks like this is a normally desirable feature, I'll add it. Quote:
Quote:
These are the things I need to hear in order to create a toolset that everyone likes and uses. Thank you! ![]()
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#43 | |
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UP Regular
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Quote:
As a workaround, I can always keep the player and enemy stocked up on shields, and this might give the player something else to look for. Anyone got any thoughts on hit strength / health? ![]()
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Last edited by outpt.co.uk; 05-31-2006 at 08:24 AM. |
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#44 | |
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Registered Monkey
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Quote:
- Various melee damage values are configurable on many of the ScriptedMonsters. - Your suggestions to keep the balance through item placement should help. - Monster use should also be considered. Different monsters. Check out the new Monster Manual Notes thread. ![]() - Monster placement, tactics and Orders can be altered. Placing monsters close, with a high aggressiveness and set to ambush may help make them melee attack instead of ranged attack. IOW, altering the way the monsters attack through setting their placement and combat tactics. - There are custom ScriptedActions available, one to heal monsters. You could set something up with a HomeBase to have the monsters retreat to a spot where they're able to heal up. - As a last resort, you could sublcass a ScriptedMonster and modify it's code, subclass it's projectile and modify that code, etc.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#45 |
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Registered Monkey
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Please help test the new Team features in the latest version (v0.99b) of the toolset. Download the latest version and test out (both) player teams in TeamGames and monster teams in any gametype. For testing player teams, you'll need to set up a ScriptedTrigger to execute a custom ScriptedAction called ACTION_AssignMonsterToTeam in a custom map (or a modified stock map). For testing monster teams, you'll need to set the monsters up via the AI properties TeamTag and bTeamLeader.
I've done some moderate amount of testing, but I need people to try different things, different gametypes, different maps, etc. and see how the monsters behave either on a player team or as a monster team. This testing is critical and necessary before public release, which should be coming up sometime during the weekend of June 16-18th. EDIT: Please see my last post on the Old Skool Monsta Toolz Development thread for the details on teams before testing. Here's a quick pic of my test in ONS-IslandHop, where I set up some Krall to join my team. I expected him to try and follow me, but he suprised me by hitching a ride on my Scorpion while I drove to the next node. ![]()
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
Last edited by SuperApe; 06-03-2006 at 02:06 PM. |
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