MonsterEnd size

Information about updates and changes of server stuff.
Post Reply
Barbie
Site Admin
Posts: 163
Joined: Thu Nov 08, 2018 7:12 am

MonsterEnd size

Post by Barbie »

The MapPatcher changes the MonsterEnd size to its collision radius now so that players can estimate if they can pass it without ending the game.
MHEnd.png
MHEnd.png (1.27 KiB) Viewed 1158 times
I some maps this may result in a tiny and hardly noticeable, or gigantic MonsterEnd - please report such maps. (You find the map file name when you open the ScoreBoard (F1 usually) and look at the first of the three text lines at the bottom.)
LocationMapfilename.jpg
LocationMapfilename.jpg (303.52 KiB) Viewed 1111 times
Eternity
Posts: 5
Joined: Thu Dec 19, 2019 6:24 pm

Re: MonsterEnd size

Post by Eternity »

Because too big MonsterEnd size looks weird (like in some maps by dU), and reducing its size goes against this initial idea of this subject, i think of some alternative solution - a kind of slightly noticeable transparent "field" around MonsterEnd that indicates the border of MonsterEnd cylinder, and that becomes visible only when MonsterEnd is active... Implementation of this would be more difficult, but then it would be more convenient in use....
Barbie
Site Admin
Posts: 163
Joined: Thu Nov 08, 2018 7:12 am

Re: MonsterEnd size

Post by Barbie »

Thanks for suggestion. In most cases of a MonsterEnd with huge collision radius a mapper sets MonsterEnd.bEnabled=false and MonsterEnd.InitialState to "OtherTriggerTurnsOn", and the last boss monster's event to MonsterEnd's Tag. So when the last boss dies, the MonsterEnd gets active and because of its big collision radius there is probably a player in it and the game ends.

tl;dr
In such maps I'll simply make the MonsterEnd invisible, because killing the last boss will end the game.
Man_With_No_Body
Posts: 67
Joined: Sat Mar 26, 2022 8:35 pm

Re: MonsterEnd size

Post by Man_With_No_Body »

MonsterEnd size -tiny:
MH-Skaarj_Reactor(test-v1) (build 4105, date 10.04.2022) (done, --SB 12 Apr 2022)

MonsterEnd size -large (approx 6-8 times):
MH-Small ways (build 4103, date 09.04.2022) (done, --SB 09 Apr 2022)
MH-Rehangar V2 (build 4103, date 09.04.2022) (done, --SB 09 Apr 2022)
MH-KG HighSchool (build 4105, date 09.04.2022)(done, --SB 09 Apr 2022)
MH-DK ceremony (build 4105, date 09.04.2022)(big size is ok here, --SB 09 Apr 2022)
MH-Close Encounter (build 4105, date 09.04.2022)(done, --SB 10 Apr 2022)
MH-!SD0! Skaarj Complex (build 4105, date 09.04.2022) (done, --SB 12 Apr 2022)

MonsterEnd size -gigantic
MH-Lava Giant_AI(build 4105, date 10.04.2022) (done, --SB 10 Apr 2022)
Last edited by Man_With_No_Body on Sun Apr 10, 2022 7:11 pm, edited 4 times in total.
Man_With_No_Body
Posts: 67
Joined: Sat Mar 26, 2022 8:35 pm

Re: MonsterEnd size

Post by Man_With_No_Body »

Example of gigantic MonsterEnd, enjoy!
MH-Lava Giant_AI.jpg
MH-Lava Giant_AI.jpg (66.35 KiB) Viewed 1102 times
Another pic how the ME ruined all map and the gameplay.
MH-Lava Giant_mix_s.jpg
MH-Lava Giant_mix_s.jpg (139.16 KiB) Viewed 1088 times
Last edited by Man_With_No_Body on Sun Apr 10, 2022 7:14 pm, edited 2 times in total.
Barbie
Site Admin
Posts: 163
Joined: Thu Nov 08, 2018 7:12 am

Re: MonsterEnd size

Post by Barbie »

I have limited the size change to values between 0.25 and 4 of original DrawScale. So such huge MonsterEnd should not appear again.
Furthermore a log entry is created for extreme collision cylinders so that I can grab them from the log file.
Man_With_No_Body
Posts: 67
Joined: Sat Mar 26, 2022 8:35 pm

Re: MonsterEnd size

Post by Man_With_No_Body »


= MH-SaqqarraSmEv0 =
server build: 4375
date: 09.12.2022
description: Can you check MH-END size, its OK ?
MH-SaqqarraSmEv0_ big_MHend_09.12.2022.jpg
MH-SaqqarraSmEv0_ big_MHend_09.12.2022.jpg (61.06 KiB) Viewed 309 times
Barbie
Site Admin
Posts: 163
Joined: Thu Nov 08, 2018 7:12 am

Re: MonsterEnd size

Post by Barbie »

Man_With_No_Body wrote: Sat Dec 10, 2022 12:48 pm Can you check MH-END size, its OK ?
Yes, the end triggers/MonsterEnds have to be huge in map MH-SaqqarraSmEv0, because the area behind the waterfall is not really water and so players may die on fall damage if they jump down. (See also posting on UT99.org.)
Post Reply