Problems

Topics concerning the Monsterhunt Tank server.
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OVH
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Problems

Post by OVH »

Today some maps dont load anymore they crash the server: DiscoClub, GiranTown2021, DIE and HellGauntlet.
We played HellGauntlet yesterday and GiranTown 1 or 2 days before now we cant.
Maybe the color balls? They crashed the server last year too. And in some maps they are very annoying because they are the height of eyes some they block view.

In AfterDark2 the 2 big skaarjs in the bridge room have very low health now. 2000 and something before they had 23000+.
In last room the titans have also less health 15000 before it was 35000 or 45000.
OVH
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Re: Problems

Post by OVH »

Map vote crash the server with all maps look here: viewtopic.php?p=4545#p4545
Barbie
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Re: lower health for some Monster

Post by Barbie »

OVH wrote: Thu Dec 19, 2024 5:48 pm In AfterDark2 the 2 big skaarjs in the bridge room have very low health now. 2000 and something before they had 23000+.
In last room the titans have also less health 15000 before it was 35000 or 45000.
The reason for that is a bit complicated; do you want an explanation?

Should be fixed now.
OVH
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Re: lower health for some Monster

Post by OVH »

Barbie wrote: Wed Dec 25, 2024 10:27 am The reason for that is a bit complicated; do you want an explanation?
Should be fixed now.
Yes to the explanation if you want to do it ;)
Thanks for the fix :)
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Re: lower health for some Monster

Post by Barbie »

OVH wrote: Mon Dec 30, 2024 6:04 pm Yes to the explanation if you want to do it ;)
I was afraid of...
The default and not changeable behaviour of every Pawn (Monster, Bots, Players, TeamCannon) is to adjust its default health to its size ("DrawScale") by the formula Health = Health * DrawScale/Default.DrawScale in event class'Pawn'.PreBeginPlay(). But only a few mapper know that and wonder that their big Titan has so much health. For example a 10x bigger Titan has 10x more health than the mapper has set.
To avoid such my game controller lowers the health accordingly by the inverse formula before it is increased in class'Pawn'.PreBeginPlay() - now the Pawn has the health the mapper has set for it. (Additionally the health is increased for class'ScripedPawns' (=Monster) in its event PreBeginPlay() if this ScripedPawn is a "Boss" (property "bIsBoss") by formula Health = Health + 0.15 * Skill * Health, but we can ignore this here.)

Also my game controller adjusts ScripedPawns health depending what is set for MonsterScaleHealth [-1...+1] for a map in a none linear way:
* if Scale < 0, it is decreased by square root.
* if Scale > 0, it is increased, but the less the more health is.
* if Scale = 0, it is kept.
* The minimum return value is 1.
*Scale* has to be within [-1, +1]
This happens AFTER the above health adjustments are done.

Another part, the "MapPatcher" can adjust setting for a specific map, and I have found out that if I change the default MonsterScaleHealth there it doesn't had an effect because that setting was AFTER all above adjustments. So I changed the above adjustments in the game controller to be executed later - what means that the "correction" of Pawn's health increment must happen now AFTER Pawn's event PreBeginPlay().
To even complicate that, some Pawns (Nalis, SkaarjWarriors, MiniLords, Queens) are replaced by the game controller with bug fixed ones, and all the properties (including DrawScale and Health) are copied from the original.

All these events have to be in a specific order to gain the desired effect.
OVH
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Re: Problems

Post by OVH »

I am not sure I have understood everything but now I think its ok :)
Thanks :tu:
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