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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
[227g_31] Nalis act wierd
- Age
- OldUnreal Member
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- Joined: Sat Dec 29, 2007 5:25 pm
[227g_31] Nalis act wierd
If I shoot a single nali and there is more nalis around it, only the shot nali becomes afraid. It used to make all nalis in fear.
How to do:
1. summon nalis (like 10)
2. shoot one
EDIT: Same with cows
EDIT2: Same with any pawn with AttitudeToPlayer Attitude_Friendly. They just ignore their teammates.
How to do:
1. summon nalis (like 10)
2. shoot one
EDIT: Same with cows
EDIT2: Same with any pawn with AttitudeToPlayer Attitude_Friendly. They just ignore their teammates.
Last edited by Age on Thu Jun 24, 2010 4:07 pm, edited 1 time in total.
- Leo T_C_K
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Re: [227g_31] Nalis act wierd
Yeah I noticed this as well. Although you see, no longer happens that annoying problem when you shoot yourself, nalis won't fear you. Or if trigger damages you.
The only problem i noticed is that sometimes nali doesn't follow alarmpoints properly if it has also some patrolpoints.
The only problem i noticed is that sometimes nali doesn't follow alarmpoints properly if it has also some patrolpoints.
- Smirftsch
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Re: [227g_31] Nalis act wierd
dots fixed now with the behavior. What is it with the patrol points?
Sometimes you have to lose a fight to win the war.
- Leo T_C_K
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Re: [227g_31] Nalis act wierd
Well, if nali is set to have some partol points, plus is set to alarmpoints and requires player to follow, he can get stuck, at least that happened to me, he required me to follow him, but when he has hit the first alarmpoint he just started standing there and doing nothing, not running to the next alarmpoint. not sure what causes it.dots fixed now with the behavior. What is it with the patrol points?
- Age
- OldUnreal Member
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Re: [227g_31] Nalis act wierd
Theres also something wrong with Scriptedpawn StakeOut and/or Hunting state.
Like they never want to go the postion where they have last seen their target (LastSeenPosition).
This happened in 227f also.
Compared 226f and 227g_31.
And no, this didn't happen only with brutes.
Like they never want to go the postion where they have last seen their target (LastSeenPosition).
This happened in 227f also.
Compared 226f and 227g_31.
And no, this didn't happen only with brutes.
Last edited by Age on Sun Jun 27, 2010 1:32 pm, edited 1 time in total.
- Pyro
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- Hyper
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Re: [227g_31] Nalis act wierd
+1 (Intelligent remark of the day)well age, would you try to chase someone through a rock wall?
-
Skw
Re: [227g_31] Nalis act wierd
Atleast monsters should go check the spot where player disappeard into wall and be like "WTF??" and then CSI Miami theme starts.
- Rob-Bot
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Re: [227g_31] Nalis act wierd
it makes more sense that way. The 226v didn't look right when monsters just run into the wall non-stop.
- Bleeder91[NL]
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Re: [227g_31] Nalis act wierd
still, I think it would be better if they would just give up and start wandering around.
- Leo T_C_K
- OldUnreal Member
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Re: [227g_31] Nalis act wierd
Well they should be still focused at that point at least, or the ignore and wander when they don't see player should be optional, maybe only if a mapper sets it that way.
- GreatEmerald
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Re: [227g_31] Nalis act wierd
I'd say they should:
- move to the last *pathnode* they saw the player being close to.
- if they don't see or hear the enemy, do either: a) start wandering around, or b) go back to where they were and continue the patrol duty.
- move to the last *pathnode* they saw the player being close to.
- if they don't see or hear the enemy, do either: a) start wandering around, or b) go back to where they were and continue the patrol duty.
- Leo T_C_K
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Re: [227g_31] Nalis act wierd
But it is not about what they should, the behavior should be as close to original, maybe with optional features, for mappers to decide, or for you to decide, if it was configurable somewhere.I'd say they should:
- move to the last *pathnode* they saw the player being close to.
- if they don't see or hear the enemy, do either: a) start wandering around, or b) go back to where they were and continue the patrol duty.
That was the point Ageukkeli was trying to make i beleive.
Last edited by Leo T_C_K on Fri Jul 02, 2010 6:19 pm, edited 1 time in total.
- PRIMEVAL
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Re: [227g_31] Nalis act wierd
Lol! That's great XDwell age, would you try to chase someone through a rock wall?

- Age
- OldUnreal Member
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Re: [227g_31] Nalis act wierd
Its all about this:
with paths
http://img13.imageshack.us/i/brutes.png/
without paths
http://img248.imageshack.us/i/brutes2.png/
They never go to LastSeenPosition (red circle)
ps. It looked funny when they chased someone through a wall.
with paths
http://img13.imageshack.us/i/brutes.png/
without paths
http://img248.imageshack.us/i/brutes2.png/
They never go to LastSeenPosition (red circle)
ps. It looked funny when they chased someone through a wall.
Last edited by Age on Sat Jul 03, 2010 9:10 am, edited 1 time in total.
- GreatEmerald
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Re: [227g_31] Nalis act wierd
Oh, in that case they do work as intended. Would you want to try and chase someone down, even though the enemy is not on any path you have explored and might just be a distraction for you? 







