Wait just a bit to complete these. Right now I have 2 pawns monster (something like in Xidia) but these won't get stucked like those known or less known meet ones. In fact because I have a first version of function rewritten by me I simply did not see monster firing any wall comparing with Bot which still killed itself with a "splash" damage weapon. MOnster armed with Redeemer even used it making more victims being able to handle well the fire-spot and dying only when place was too small.Hermskii wrote:I am so glad I have all of this here. Thanks!
This prototype of weapon-holder (posted at TheDanes) is not using featured trash a la Skaarj. Technology to gain a weapon containing 3 steps:
- try to spawn and Add as Inventory his weapon (not many to mess up things), if bad original UT timers vs Regens things doesn't make pawn to fail in getting weapon and this one is replaced;
- in case of replacement used (normal because some UT stuff is nasty and we need good things) pawn looks for a weapon in his radius unmarked as an inventory from map touching it this time using a fragment of Skaarj technology - won't really bug console I'll explain why later;
- if an abomination not a mutator is arming player-only with weapon and other weapons are ruined, pawn will copy a weapon from player, being a weapon accepted by mutator it won't be destroyed.
Presuming pawn cannot have a weapon well rated will leave game telling about 0 weapon options. This is not happening too soon.
Pawn doesn't mess with a bIsPlayer in "auto state startup" like Skaarj screwing fragments of replication and bugging all UT default functions addressing bIsPlayer (Another BAD MOVE, EPIC). He simply get weapon only when attacks else weapon's existence is pointless. Because enemy came in area monster will get weapon. If player kill this monster, weapon being spawned later won't be invisible or bugged, is just a weapon spawned in game after all things have been initialized correctly and not before - in this way some pickup errors are simply unexistent. As for friendly carcass-type-crash, pawn when start fighting will change carcass with his personal one making possible to work all die-animations like Bot without to mess up looking frozen standing at "repeater-death" (minigun and such), and without to check "PlayerCanSeeMe()" having another sort of check as replacement for a dumb timer bad used for that "RemoteRole".
The only (or more) thing left is testing intensive because (rarely indeed) sometimes get stucked at firing default Redeemer (not my MH redeemer), is not happening often but I don't want this bug (it proves something bugged again in certain combat state). Default Skaarj are not so friendly in using redeemer. I saw them rarely firing only once and... BYE! - because default redeemer has a sort of "feature" incompatible with Skaarj.