It is currently Thu Mar 28, 2024 8:26 pm


Post a new topicPost a reply Page 1 of 1   [ 10 posts ]
Author Message
 Post subject: Best to not attach a MonsterEnd to Cyberus
PostPosted: Thu Jan 12, 2017 2:12 am 
Gauntlet Captain
User avatar

Joined: Tue Jul 30, 2013 4:08 am
Posts: 822
Location: Palo Alto, CA
This is a Cyberus:
Image

It's virtually impossible to kill.

Details & Download ยท http://unreal-games.livejournal.com/112145.html

Have fun!

Image
Image
Image
Image
Image
Image

_________________
Image
http://unreal-games.livejournal.com/


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Sat Mar 04, 2017 3:46 am 
Krall
User avatar

Joined: Fri Oct 18, 2013 5:32 am
Posts: 294
Location: TN
I wonder how long did it take for you to finish him?

Note to self: Don't attach MonsterEnd to Monsters with so many health.


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Sat Mar 04, 2017 8:52 pm 
Gauntlet Captain
User avatar

Joined: Tue Jul 30, 2013 4:08 am
Posts: 822
Location: Palo Alto, CA
Chamberly wrote:
I wonder how long did it take for you to finish him?
Note to self: Don't attach MonsterEnd to Monsters with so many health.

I didn't. It only has 145 health... but it's shield is completely invulnerable.

_________________
Image
http://unreal-games.livejournal.com/


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Sun Mar 05, 2017 2:59 am 
Krall
User avatar

Joined: Fri Oct 18, 2013 5:32 am
Posts: 294
Location: TN
Holy shield belt. I wonder what kind of belt that is. Hard coded?


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Wed Mar 08, 2017 9:00 am 
Gauntlet Captain
User avatar

Joined: Tue Jul 30, 2013 4:08 am
Posts: 822
Location: Palo Alto, CA
Barbie opened up the code on the thing (on ut99.org) and found...
Barbie wrote:
No chance if its variable "bVulnerable" is set to TRUE initially. That pawn does not take any damage then:
Code:
class Cyberus expands ScriptedPawn;
...
function TakeDamage( int Damage, Pawn ins, Vector hitloc, Vector m, name damageType) {
local int oldhealth;
   if ( ! bvulnerable){ //allow shield to handle damage.
      shield.ScaleGlow = 4.0;
      shield.Fatness= 255;
      shield.bhidden=false;
      PlaySound(Sound'UnrealShare.Pickups.Sbelthe2', SLOT_None, 2.7*SoundDampening);
      shield.hold=98;
      return;
   }
   ...

...well, that.

_________________
Image
http://unreal-games.livejournal.com/


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Wed Mar 08, 2017 5:02 pm 
Krall
User avatar

Joined: Fri Oct 18, 2013 5:32 am
Posts: 294
Location: TN
That is hard to tell like it's missing other code to support the part of the code. Unless it was coded like that... then it should use some finishing touch up to make it destroyable.

If I'd be in a hurry and don't need to waste time trying to drain health, awhile playing offline with ferbotz, I'd go with set <MonsterName> health 10 and see how that goes. (Example: set fly health 10, it works to all of the fly tho)


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Thu Mar 09, 2017 4:16 am 
Gauntlet Captain
User avatar

Joined: Tue Jul 30, 2013 4:08 am
Posts: 822
Location: Palo Alto, CA
While not a coder, I got the impression Barbie just displayed the part that had to do with why it refused to die.

As a curiosity, it might be cool to see if it was possible to add that kinda shield to other monsters. Like a few pupae running around the map, mostly harmless but impossible to kill.

_________________
Image
http://unreal-games.livejournal.com/


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Thu Mar 09, 2017 5:47 pm 
Krall
User avatar

Joined: Fri Oct 18, 2013 5:32 am
Posts: 294
Location: TN
I can give it a try and find out what's going on. Higor and I been talking about making new MH map lately so we'll see what is going to come up.

The harmless pupae that follow you around during the whole map can quite possibly be annoying lol. Ah, wait... a map with a pupae jail will take care of that.


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Wed Mar 15, 2017 4:47 pm 
Gauntlet Captain
User avatar

Joined: Tue Jul 30, 2013 4:08 am
Posts: 822
Location: Palo Alto, CA
Don't make them too harmless... take their attacks down to only doing 1 point of damage.

_________________
Image
http://unreal-games.livejournal.com/


Top
 Profile  
 
 Post subject: Re: Best to not attach a MonsterEnd to Cyberus
PostPosted: Wed Mar 15, 2017 8:35 pm 
Krall
User avatar

Joined: Fri Oct 18, 2013 5:32 am
Posts: 294
Location: TN
Roger that.. lol.

Just started to do like a 30 mins mapping progress for the daily result except when I'm out of time cuz of work. Right now, I gotta look over coop maps and see how they have some things work so I can simply learn it. And get some brushes... gonna need a lot of brushes.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 10 posts ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
twilightBB Style by Daniel St. Jules of Gamexe.net