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Hot Topic (More than 10 Replies) GasBag vs GiantGasBag fights - should this be fixed? (Read 1083 times)
Hyper
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #15 - Dec 19th, 2016 at 6:34pm
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Neutral opinion.

It is probably an oversight and therefore candidate for fixing. But I actually think it is an enjoyable situation to see them fighting amonst themselves. I used to watch them for a while and then put an ASMD combo blast between them to help them get over their argument.
  

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[]KAOS[]Casey
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #16 - Dec 19th, 2016 at 9:27pm
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Masterkent wrote on Dec 19th, 2016 at 10:08am:
Skywolf wrote on Dec 18th, 2016 at 2:31pm:
Maybe you can make it so you can turn it off for mapper then.

That would be easy to do:

Code
Select All
var() bool bFriendlyToAllGasBagClasses;

....

function EAttitude AttitudeToCreature(Pawn Other)
{
	if (Other.Class == Class ||
		bFriendlyToAllGasBagClasses && GasBag(Other) != none && GasBag(Other).bFriendlyToAllGasBagClasses)
	{
		return ATTITUDE_Friendly;
	}
	else
		return ATTITUDE_Ignore;
}

....

defaultproperties
{
	....
	bFriendlyToAllGasBagClasses=True
} 




don't forget to assign this to baby gas bag spawns from GiantGasBag
  
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dustinechoes849
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #17 - Dec 20th, 2016 at 5:04am
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How about GiantGasBags won't fight with their children, but will attack other GiantGasBag's children when invoked?
  


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Masterkent
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #18 - Dec 20th, 2016 at 7:38am
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[]KAOS[]Casey wrote on Dec 19th, 2016 at 9:27pm:
don't forget to assign this to baby gas bag spawns from GiantGasBag

In case of bFriendlyToAllGasBagClasses is true by default, this may be unnecessary (friendship is not established if any side is not friendly). But if the default value is false, then the given implementation would need such an assignment.
  
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #19 - Dec 21st, 2016 at 7:25am
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actually I fail to see how changing this behavior should change gameplay or even "break" something. I wouldn't know any map which has to rely on gasbags attacking each other (or how this should be possible at all).
Only valid reasoning I see is that it might increase difficulty a little bit, but as said, that I count no real argument either, overall is Unreal way to easy anyway and I think even the "hardest" custom map will not suffer from a change here.
That leaves only the opinion of the people how amusing it is, or if to keep it just because we got used to it- which is somewhat silly in my eyes.
Well, I don't know.
  

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Masterkent
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #20 - Dec 21st, 2016 at 1:13pm
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Smirftsch wrote on Dec 21st, 2016 at 7:25am:
actually I fail to see how changing this behavior should change gameplay or even "break" something. I wouldn't know any map which has to rely on gasbags attacking each other (or how this should be possible at all).

The only example I know is my own unfinished mutator TrickyUnreal that requires a player to use various tricks to finish classic levels. Killing monsters in an unusual way is supposed to be used in several places (in mode 0, a player has no any weapon most of the time). When all GasBags are friendly to each other, killing the GiantGasBag on NaliC without weaps becomes much more harder, but it's still doable.

Quote:
That leaves only the opinion of the people how amusing it is, or if to keep it just because we got used to it- which is somewhat silly in my eyes.

I have to admit that some bugs in Unreal are quite entertaining and probably not worth fixing. E.g. flights on movable decorations.
  
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Smirftsch
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #21 - Dec 21st, 2016 at 1:53pm
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Masterkent wrote on Dec 21st, 2016 at 1:13pm:
Quote:
That leaves only the opinion of the people how amusing it is, or if to keep it just because we got used to it- which is somewhat silly in my eyes.

I have to admit that some bugs in Unreal are quite entertaining and probably not worth fixing. E.g. flights on movable decorations.


with silly I was referring only to "the keep it because we got used to it"- no complains about the amusing part, this is a quite valid reason Smiley
  

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Masterkent
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #22 - Feb 12th, 2017 at 5:46pm
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After adding

Code
Select All
function eAttitude AttitudeToCreature(Pawn Other)
{
	if (Other.IsA('GasBag'))
		return ATTITUDE_Friendly;
	else
		return ATTITUDE_Ignore;
} 


to UnrealI.GiantGasBag (instead of UnrealI.GasBag) the behavior of GasBags looks even more nonsensical than before: now we have an asymmetric friendship between the parent and the children. When a GiantGasBag hits its child, the child may attack the parent, but the parent won't resist. A player can just wait till small GasBag(s) kill the parent.
  
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Bleeder91[NL]
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #23 - Feb 13th, 2017 at 7:57am
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GasBagBelch.ProcessTouch:
Code (C++)
Select All
	simulated function ProcessTouch (Actor Other, Vector HitLocation)
	{
		if (Other != instigator)
		{
			if ( Role == ROLE_Authority )
				Other.TakeDamage(Damage, instigator,HitLocation,
				15000.0 * Normal(velocity), 'burned');
			Explode(HitLocation, Vect(0,0,0));
		}
	} 


Change to:
Code (C++)
Select All
if (Other != instigator && Gasbag(Other)==None) 


Should solve it? Or in combi with the above.
  
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Masterkent
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Re: GasBag vs GiantGasBag fights - should this be fixed?
Reply #24 - Feb 13th, 2017 at 8:38am
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Bleeder91[NL] wrote on Feb 13th, 2017 at 7:57am:
GasBagBelch.ProcessTouch:
Code (C++)
Select All
	simulated function ProcessTouch (Actor Other, Vector HitLocation)
	{
		if (Other != instigator)
		{
			if ( Role == ROLE_Authority )
				Other.TakeDamage(Damage, instigator,HitLocation,
				15000.0 * Normal(velocity), 'burned');
			Explode(HitLocation, Vect(0,0,0));
		}
	} 


Change to:
Code (C++)
Select All
if (Other != instigator && Gasbag(Other)==None) 


Should solve it?

I never liked the magical ability of some projectiles (BigRocks, KraalBolts, SkaarjProjectiles) to freely move through certain pawns (Titans, Kralls, SkaarjWarriors correspondingly). Ranged fights between SkaarjBerserkers and other SkaarjWarriors look especially weird - their desperate attempts to hit each other never succeed, because a Skaarj Warrior cannot take any damage from a SkaarjProjectile.

In case of GasBags, I don't think that replacing one nonsense with other nonsense can be considered a decent fix - this is not exactly what I'd expect from a game patch.

Quote:
Or in combi with the above.

Adding

Code
Select All
function eAttitude AttitudeToCreature(Pawn Other)
{
	if (Other.IsA('GasBag'))
		return ATTITUDE_Friendly;
	else
		return ATTITUDE_Ignore;
} 


to UnrealI.GasBag (as initially suggested) would suffice. And then UnrealI.GiantGasBag wouldn't need such a definition for obvious reason - AttitudeToCreature would be inherited from UnrealI.GasBag anyway.
  
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