Nelsona wrote:Switched here at Waffnuffly suggestion from EXU thread related to coding-modding.
I saw other technology to enhance monsters in EXU2 more exactly nightmare mutator meant to bring some difficulty (I guess ). Another default ideea for games with monsters like MH has a function to increase pawn's power and other things (called SetPawnDifficulty right in controller and called later in BaseMutator in AlwaysKeep targeting 2 things: presence of certain monsters missing and keep the power of monsters). Except speed, hearing, combat style, I didn't saw anywhere something like Monster.Skill called. Anyway this kind of code I think is stressfull for game since AlwaysKeep is powerfull and is checking even 500 monsters at once as I can notice from codes. I want to do another kind of MH breaking all default codes, I want to deliver a better speed, even giving up using that so called Lives configuration because is useless (in my opinion). You had a different way to deal with monsters (you called a SpawnNotify subclass). Is faster or better ? I want to try that style. That original MH function was also defined to check that so called skilled monster versus non-skilled using a shadow non-replicated, existing only in server or local games, LOL. Your function for boosting monsters have another kind of functionality. How is acting ? I just want to test it removing that original high loaded and using yours ideea. Of course I have other questions related to shadow decal, can slow down worse the server or not ? Maybe you can suggest some tricks that need to be tested.
SpawnNotify is a thing that UT has which lets you modify any actor as it is generated rather than once at the start of the map, which is handy. It only does it once per spawn of an item I believe. You can certainly use it on pawns. There might be a better way, though.
The shadow decals are generated by Oldskool (I'm assuming you're working within Oldskool here) and caused us all kinds of headache in EXU2, so we disabled them entirely for performance reasons. You might want to do the same if you're concerned about it. For some reason, olpawnshadow was generating asstons of Accessed Nones in tick() in server.log! Crazy stuff, and naturally not something you want filling up your server log.