Info, trivia and stuff about the Pawns
- editor Dave
- Skaarj Berserker
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Re: Info, trivia and stuff about the Pawns
Nice information. I'm going to read it more carefully, when I find the time.
Maybe you could add the parts to the description of the monsters on the main page...?
Maybe you could add the parts to the description of the monsters on the main page...?
Prisons of the Unforchers Retold - more info: https://www.unrealsp.org/viewtopic.php?f=4&t=4565
Re: Info, trivia and stuff about the Pawns
Getting stuff on the main page is quite time-consuming and sometimes troublesome. And I can't do that.
UPDATE
UPDATE
- Added new info about SKILL LEVELS in the General Facts.
- Confirmed DrawScale changes in the General Facts.
- Two new entries in the General Facts.
- New entries in the Mercenary/Krall sections. It's about God Mode shield and an unique thing about the Spear Toss.
- Added notes about the MakeNaliFriendly actor in the Nali section.
Re: Info, trivia and stuff about the Pawns
Is high Hearing Threshold value bad or good for the creature?
Re: Info, trivia and stuff about the Pawns
Apparently what you said is true. It was written even in an old Epic doc.
- Mister_Prophet
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Re: Info, trivia and stuff about the Pawns
That was always a confusing variable. I remember I used to put it up for some pawns and was mystified when the results seemed less than alert.
- MrLoathsome
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Re: Info, trivia and stuff about the Pawns
I have a question regarding the Brutes bTurret setting.
Does that actually work if you set it to True and put a Brute in a map?
(Not a mapper....)
In my testing, either adding brutes to map via a mutator with that set True, or
by summoning them after setting the value true via console command, they just
ignore it completely. (It might be making them stand still until they engage another
actor in some way, but then they just start walking around....)
Workaround I found: if you set groundspeed = 0, they basically become turrets.
*Unless you actually bump into them. Then they wake up.
Probably another setting or 2 you could set so they stop trying various animations, ignore
bump, and only shoot, but I haven't yet looked into what they might be.
Does that actually work if you set it to True and put a Brute in a map?
(Not a mapper....)
In my testing, either adding brutes to map via a mutator with that set True, or
by summoning them after setting the value true via console command, they just
ignore it completely. (It might be making them stand still until they engage another
actor in some way, but then they just start walking around....)
Workaround I found: if you set groundspeed = 0, they basically become turrets.
*Unless you actually bump into them. Then they wake up.
Code: Select all
if (bTurret) groundspeed = 0;
bump, and only shoot, but I haven't yet looked into what they might be.
Mooo !
- TigerTheGreat
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Re: Info, trivia and stuff about the Pawns
Well, Will. To me it sounds pretty obvious: the higher the threshold, the louder the sound must be to get noticed. Threshold is sort of a barrier a sound needs to "jump over" just like a real threshold is something you need to step over to enter or exit a house. So -- the higher you set the value to, the louder the sounds must be for a creature to hear them and react to them.

I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
~formerly Delacroix
- zacman
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Re: Info, trivia and stuff about the Pawns
In regards to Mercenaries, they also get an infinite shield when they're in a pain zone, and sometimes renew the shield while taking damage while shielded (So they're shielded, then take damage and reshield thus adding time to the shield. They don't do it a lot, but when they do they sometimes chain it up to an insane degree lasting minutes)
It's a problem that pops up a lot in MH, a Mercenary (god forbid, one tied to a trigger) falls in a lava/acid/etc. pit and can't be killed.
It's a problem that pops up a lot in MH, a Mercenary (god forbid, one tied to a trigger) falls in a lava/acid/etc. pit and can't be killed.
Code: Select all
if ( bHasInvulnerableShield && Region.Zone.bPainZone && (Region.Zone.DamagePerSec > 0) )
BecomeInvulnerable();


Code: Select all
(11:32:26) Shivaxi: i love fat girls
Code: Select all
(03:01:24 PM) <+All_Rights_Reserved> i'm not masturbating
Re: Info, trivia and stuff about the Pawns
I'm pretty sure I had the bug of the invulnerable Merc in the ONP volcano map, the Mercenary fell in the lava pit and was stuck in limbo forever.
- Buff Skeleton
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Re: Info, trivia and stuff about the Pawns
Haha, that's hilarious. I imagine it was designed to be used as a way for Mercs to attack you by crossing small damage zones unscathed, but there was no failsafe (like a maximum invulnerability time variable) to ensure they will eventually die in lava.
Re: Info, trivia and stuff about the Pawns
Added some tidbits about the Mercenaries' god mode (Pain Zone bonus, and the 100+ damage thing which turns the shield off).
Wonder if there's anything more now.
Wonder if there's anything more now.
- Mister_Prophet
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Re: Info, trivia and stuff about the Pawns
I'm glad to have it here for quick reference, as it's always good to have something like this handy.
Re: Info, trivia and stuff about the Pawns
Added at the end of the general section a note about TransientSound properties, after Leo told me about those.
- Nalisavior
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Re: Info, trivia and stuff about the Pawns
Wow, Great enemy guide Uberserker, Very comprehensive...