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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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#271 |
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Registered User
Join Date: Sep 2004
Posts: 14
Downloads: 23
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yeah thats no excuse alright
I was hoping mid-summer but i can wait for it to be realeased Edit:Weird been quiet here in a month Last edited by TheHitman; 10-03-2009 at 11:36 PM. |
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#272 |
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UP Regular
Join Date: Dec 2008
Location: Vector(9213,-125768,12986)
Posts: 29
Downloads: 139
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Ok, just started returning to working on my OSM adventure and noticed some major problems regarding skaarj and krall behavior. During my map, a team of krall follow you to a skaarj airbase, however, when tested, at least 7 out of ten of them stayed behind and did not follow the player after moving to a destination nearby and staying there. And the leader krall for some reason walked continuously in one direction until it hit a wall and stayed there, not obeying ANYTHING.
![]() Also, the skaarj snipers I coded for use in my level play no anims while idling, but remain in their reposition pose until they get hit, but they will play a hit anim and freeze on the first frame. Its not until the player removes itself from the skaarj's LOS that the skaarj jumps down and ambushes the player while they move forward. More, a krall leader at the "krall camp" does not set view targets, but moves and plays animations correctly, but looks only in the X axis. Another, Some skaarj, not even mine, do not attack the player correctly, berserkers and ice skaarj mostly. They will follow the player, maybe attack once or twice, usually play a victory animation, then remain stationary only facing the player and sometimes moving around. Lastly, pupaes don't come off the cieling correctly when pouncing. They will for some time remain stuck, unless they experience slight momentum by projectile fire. They should immediately fall to the ground when an enemy is spotted. |
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#273 |
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Registered User
Join Date: Sep 2004
Posts: 14
Downloads: 23
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Where their be any new features for osm v1.5 like new monsters, tricky traps/Puzzles , or new weapons
Last edited by TheHitman; 10-05-2009 at 11:17 PM. |
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#274 |
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Registered Monkey
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Yes, I can say there will be at least a new PoisonFly that's smaller, a little faster, blue with bright stripes and red eyes and stings with the Poison damage type. I don't have any new weapons, but I do have the flashlight and single-item pickups for translocator or shield gun.
OSMT v1.5 beta - will remain in open beta until v1.5 is released. All comments here on its current state are welcome.
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 10-06-2009 at 08:36 PM. |
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#275 |
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UP Regular
Join Date: Dec 2008
Location: Vector(9213,-125768,12986)
Posts: 29
Downloads: 139
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It's been a long time, but I've returned to OSMT on my maps. I had an idea that would help greatly. Would it be possible to create a new form of Attitude of a monster that makes it a permanent comrade? Similar to follow, but with some added intelligence. The comrade attitude would make the monster fight on the player's side all the time, instead of looking for monsters to shoot at. I'd say perform searches for monsters with hate and frenzy attitudes to the player, and attack them. If for some reason, the monster gets left behind, it would instantly teleport near the player again. Basically, it's a following monster that is forever being a partner to the player.
Would it also be possible to have following monsters not attack any other following monsters? I've noticed this when 1 monster greets me before the other one does, and it attacks that one. I'm assuming this is because the monster who hadn't greeted me yet is "neutral" and the monster who did greet me sees it as a hating monster. Also, could the following AI be improved slightly? I've noticed many times that monsters will 90% of the time get left behind and will not respond to anything in the map except for friendly fire, enemy fire, and other creatures in its LOS. And another thing, but not really an improvement or idea, just an issue. How can the instigator of an event passed through a scripted trigger be kept? I'm trying to implement an attack that occurs after a matinee sequence is played. Since I cannot have the instigator passed through a trigger because the monsters do not see the player as an enemy since it's controller is temporarily disabled while the matinee plays, they ignore the action. I've tried using a custom class I made called a DelayedTrigger which when triggered, will wait a specified time and trigger another trigger or event after that time has passed, however this refuses to work. For me, there are two ways for you to answer this, or both. Tell me how I can pass the instigator through a timed trigger system. Or: Tell me what's wrong with my DelayedTrigger code seen here: Code:
//=============================================================================
// DelayedTrigger.
//=============================================================================
class DelayedTrigger extends Triggers
placeable;
var bool bTriggered;
var() float DelayTime;
var Actor Inst;
var Pawn NewInst;
function Actor FindInstigator( Actor Other )
{
// Hack if player is in turret and not controlling vehicle...
if ( Vehicle(Other) != None && Vehicle(Other).Controller == None )
return Vehicle(Other).GetInstigator();
return Other;
}
function Trigger( actor Other, pawn EventInstigator )
{
if(!bTriggered)
{
SetTimer(DelayTime, false);
Inst = FindInstigator( Other );
}
}
function Timer()
{
NewInst=Pawn(Inst);
TriggerEvent(Event, self, NewInst);
bTriggered=True;
}
TonyTheSlayer |
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#276 |
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UP Regular
Join Date: Dec 2008
Location: Vector(9213,-125768,12986)
Posts: 29
Downloads: 139
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Ok, I've resolved my SetEnemyAsPlayer issue with a custom scripted event that works perfectly. Ignore everything regarding this problem in my last post.
But a few more issues I've come across: This is a "bug" but I believe it was simply overlooked: Monsters will spawn head gibs and play headless animations with reduced gore. And the other issue: How can I have a monster play a certain animation multiple times and stop after the iteration is reached? I've attempted this with ACTION_PlayAnim and ACTION_WaitForAnimEnd with AnimIterations set to 6, and the monster continues its current animation forever. Just a question right here: Are SkaarjBerserkers really berserk? Whenever I place them next to a custom skaarj trooper I made, I meet up with the skaarj berserker and the trooper is headfirst on the ground. Do berserkers like team-killing? Knowing this I can shape their environment a little better. EDIT: I found another bug: Monsters have trouble attacking their enemy if it is airborne. This includes flying physics or even a jump. Last edited by Tony-The-Slayer; 11-08-2009 at 08:55 PM. |
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#277 |
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Registered Monkey
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Tony, I appreciate your comments very much. I know my activity here has been slow for a while, but this is due to other project needs. In the list of priorities, finishing this last round of OSMT is among four primary tasks I would like to clear by the end of the year. (The other tasks live in different programming/scripting languages, have different requirements, etc., which add up to some time just to properly switch gears.) My targeted time to finish OSMT was "Fall 2009", clearly, I'm going to miss that target, but I expect it to slide, not disappear. Again, please keep the comments coming. I am filing them as todo items. Thank you.
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#278 |
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UP Regular
Join Date: Dec 2008
Location: Vector(9213,-125768,12986)
Posts: 29
Downloads: 139
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Any time SuperApe, I'm just making sure I post them before I forget. My memory dies on everyone every time.
![]() EDIT: Let me know if you might be interested in my ACTION_SetEnemyAsPlayer scripted action since it is incredibly easy to use and can be used multiple times in any duration. This may stop some confusion (like mine) about setting monsters' enemies as the player automatically. Sadly, I had created this BEFORE I looked at OSM-Guide about the whole setting the enemy from the krall in the dice game. Last edited by Tony-The-Slayer; 11-09-2009 at 02:59 PM. |
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#279 |
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UP Regular
Join Date: Apr 2006
Posts: 41
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Bit of a heads up and whatnot.
A few of us involved with the Clan DW Invasion servers have expressed an interest in starting up what would be essentially a OSMT server. The big obstacle is, since we're ideally looking for primarily online co-op play, making some new maps that actually work online (many existing OSMT maps break online due to matinees). Since mapping is a big thing, we may be extending off of OSMT a bit to provide some tools to make mapping easier. I don't know how much interest SuperApe continues to have in OSMT but I'm certainly willing to discuss and work on these things together -- One of the major things that's been discussed is an actor to handle monster spawning in a slightly more advanced way than a thingfactory. We'd also like to try and simplify some of the scripting work that may be needed for setting up objectives (e.g. Take and Hold or Carry A to B) and also creating a simple dialog-trigger system. Nothing too fancy here, but minimizing the in-map setup mappers may need to do to set up events is always a good thing. |
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#280 | |
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Registered Monkey
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Quote:
- A slightly more advanced way of spawning creatures than using the ThingFactory might just be the CreatureFactory. Have those interested been using that? And what advancements are being requested? - Scripting work needed to set up objectives. Hm. The OSMObjectiveManager should be able to handle objectives simply by setting up any kind of triggerable Event and matching that Event name to the name of the objective Tag. If you're already using that, the request appears to be about a construction of a more complex trigger system to fire the Events; not a request to modify the objective system per se. Am I misunderstanding the request? - 'Simple dialog trigger system' actually sounds like a rather complex GUI puzzle system; but I think I see where you're going with it. A similar construct was implemented for HintItem. HintItem is a trigger (essentially) that will give a hint that something available to toggle with the Use button. It will pop up an image on the HUD (like a close up of a letter, an object the player is inspecting, etc.) and it will allow the player to toggle it on/off or it will disappear when the player leaves the collision cylinder. Now, the puzzle implementation of this could be to allow for a proper GUIPage/GUIPanel item to pop up on the HUD instead and allow for buttons to be used. That's how I'd implement any kind of puzzle system in the game; rather than requiring a particular string to be entered, but maybe that's just me. Anyway, I'd recommend looking at that first; because a clever trigger system with some clever Mover manipulation with a few of these HintItems attached may get a mapper close to the target design. Maybe not. Hope that helps. I do plan to complete the OSMT project as v1.5 and then offer my informal support and advice to anyone who wishes to extend it from there. Atm, v1.5 is really just looking to fix the outstading bugs; a couple major, some minor, and call it done. But, I do need to actually find a reasonable block of time to devote to it. The plan was Fall 2009, and now that's looking much more like Spring 2010.
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#281 |
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Registered User
Join Date: Dec 2009
Posts: 1
Downloads: 79
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OSM gametype not all recognized
I am using v1.5 as an end user. UT2004 does not recognize all the files for USEOFWEAPONS, just the credits and part 2 show up in UT2004.
The second half of residentunreal does not get added to the osm adventure menu Last edited by dbuske; 12-29-2009 at 08:35 AM. |
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#282 |
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Registered User
Join Date: Sep 2004
Posts: 14
Downloads: 23
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would there be any further updates to osm or will it be the last update?
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#283 |
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Registered User
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Coming back
First of all, I must apologize. I said that I'd help with the testing, posted three times and then dissapeared. I would really like to see final version of OSMT 1.5 published, and as soon as my college's exam period is over, I'll be testing again. I'm going to try to finish at least one of my two projects with OSM.
Only trouble I can point at atm is that forcing the player to be a specific character only works after he has spawned. In the IntroCutScene, it'll show the actual model you have selected in the game menu. When you're playing, howewer, you spawn as the model specified in OSMObjectiveManager This didn't happen before, so I'll check if I messed up something and then report again. P.S. - When a smartpupae is "Pouncing" in a wall, it won't attack me even if i´m really close to it. Only when shot it jumps off the wall and attacks the player. Is it pretended to be that way? |
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#284 |
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Registered Monkey
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"I'm not dead yet."
Although my release dates have slipped more than a greased up eel in a tub of Crisco, this is still on my radar and I have been planning to address the issues raised here most recently. OSMT v.1.5 will be released, it will be the last release, and it should address all the issues that have been raised. In short, my testing in new directions to solve difficult problems should be rolled back, so that we ensure stability first, neato new features second. While I'm not able to identify the particular problem with UseOfWeapons, I wonder if fixing the others will help. Again, the biggest problems that are apparent in the current beta version are largely due to exploration tests in higher level AI that I am very likely to simply roll back at this point; most notably, a 'feature' that actually keeps track of the creature's ability to know where the enemy is, even if they are out of sight and have been for a while. The rolled back version simply said, once an enemy, always an enemy; which allowed creatures to be able to track enemies unreasonably well. There's also the AI problem specific to ranged weapon enemies chasing along a path, where they could either follow a path and eventually get closer or take ranged shots and actually backtrack along said path. Again, I'd likely just roll this back to 'run along the path and get closer'. Details aside, this is still on my mind and I'd love to have this done. That said, I'm trying to be daddy with full time gig and a solo indie project. Sleep is for wimps. I'd really like this to be done in the next couple months, so all testing notes are helpful, very valuable and very very much appreciated. Thank you! ![]()
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#285 |
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Registered User
Join Date: Sep 2004
Posts: 14
Downloads: 23
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So are you hoping release osm v1.5 in the spring?
and probably this last question i have for osm Last edited by TheHitman; 02-08-2010 at 06:38 PM. |
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