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Mutator fix for queens stuck teleporting

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dU.Mapper
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PostPosted: Wed Nov 23, 2011 5:48 pm
PostPost subject:No icon Mutator fix for queens stuck teleporting
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There's this common bug in MH where one or several queens don't give a damn to what's happening around them and just keep teleporting stationarily to piss you off, since they can't be damaged.

THE REASON
When a monster loses track of its target, it tries to recover it (running after it), using the map's botpathing. That's why in the few maps that are actually pathed (maps with relics) you can see the monsters following players around corridors, doors, etc.
But queens are smarter. Rather than following their target, they directly teleport to a spot closer to its new position for surprise rape. They'll keep teleporting until they can see their target, or until it dies or leaves the game.
It works fine in singleplayer because the only player able to run into a stuck queen naturally is the one who will unstuck it. That's obviously not the case in multiplayer, where other players can be around a stuck queen while its target is completely elsewhere.
No other player than the queen's target can unstuck it. Anything other players do is about as useful as shooting on the wall at the end of Maboroshi.

THE FIX
Forcing queens to change their target.

This is a piece of code to call from the mutator's timer loop.
It checks for stuck queens and tries to give them a new target among the nearby players. If there's no available target the queen just stays stuck.

You can uncomment the 2 lines so that the queen returns passive instead, but I don't advise that since it makes players able to farm queens from distance just like the other monsters. Plus it looks stupid to see them starting to teleport and then going "oh well, nevermind".
Just to tell you I tried and it's a bad idea.

Code:
function UnstuckQueens()
{
   local Queen Q;
   local TournamentPlayer TP;

   ForEach AllActors( class'Queen', Q )
   {
      if ( Q.IsInState('Teleporting') )
         if ( !Q.LineOfSightTo(Q.Enemy) )
         {
            ForEach VisibleActors( class'TournamentPlayer', TP, 5000 )
               break;
            if ( TP != None )
            {
               Q.OldEnemy = Q.Enemy;
               Q.Enemy = TP;
            }            
            //else
            //   Q.GotoState('Waiting');
         }
   }
}
 


A 3-5 seconds recheck time works the best.
Lower you'll cancel the teleport animation during the first loop too often ("oh well, nevermind" effect), and higher you'll let them stuck unnecessarily long.
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PostPosted: Thu Nov 24, 2011 7:39 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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This is not a "coding question" this is a coding answer for something that directly concerns the Main server, and was posted there for this reason.
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PostPosted: Thu Nov 24, 2011 8:57 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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But the fix will not concern only the Main server but also the other servers,too
With that fix we need a complete new queen which have to be replaced with the old one?

Wolfi
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PostPosted: Thu Nov 24, 2011 9:18 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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No the point of placing the code in the mutator is that you don't need to replace the queens or edit the maps.
It just works like how the HeavyMonsters mutator changes the projectiles on all monsters during the game.
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PostPosted: Thu Nov 24, 2011 9:26 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Use Pawn.List instead of VisibleActors to reduce server load.
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PostPosted: Thu Nov 24, 2011 10:06 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Oh yeah probably.

Code:
function UnstuckQueens()
{
   local Queen Q;
   local Pawn P;

   ForEach AllActors( class 'Queen', Q )
      if ( Q.IsInState('Teleporting') )
         if ( !Q.LineOfSightTo(Q.Enemy) )
            for ( P = Level.PawnList; P != None; P = P.NextPawn )
               if ( P.isA('TournamentPlayer') && Q.LineOfSightTo(P) )
               {
                  Q.OldEnemy = Q.Enemy;
                  Q.Enemy = P;
                  break;
               }   
}
 

I'm not sure if it's actually possible to use the PawnList in both loops, I'd be afraid P would mess with Q.
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PostPosted: Thu Nov 24, 2011 10:14 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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what happend with spawned queens?
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PostPosted: Fri Nov 25, 2011 12:13 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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It works too because the function is executed every 3 or 5 seconds during the whole game. Just like how you have a counter for amp and when you reach 5 minutes you run the function that gives amp to all players. It's the same for this queens function except the repeat time is shorter.
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PostPosted: Thu Sep 06, 2012 11:09 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Queen instigated by a player or whatever Pawn will teleport until pawn is coming closer to be hacked or hunted. Actualy will fall in love with that pawn...
Isn't more simple like this ?:
Code:

function timer()
...
local Queen Q;
...
foreach allactors(class 'Queen', Q)
{
if Q !=None)
 {
 if Q.IsInState('Teleporting')
 Â Q.GotoState('Waiting','');
 }
}
//and done, limit teleport to 1 second and later wait sis...
 

This code is currently used without problem.
Also a faster one is with pawnlist but no check for player or anything, just send her to wait and not troubles.
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PostPosted: Fri Sep 07, 2012 9:23 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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The problem is if she goes into Waiting state she can be killed from a distance >5000 without ever attacking, like any other monster. Which in my opinion isn't really something we should encourage.
In this case being stuck teleporting until players get closer acts as a protection.

Like I said in first post:
"You can uncomment the 2 lines so that the queen returns passive instead, but I don't advise that since it makes players able to farm queens from distance just like the other monsters. Plus it looks stupid to see them starting to teleport and then going "oh well, nevermind".
Just to tell you I tried and it's a bad idea."
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PostPosted: Fri Sep 07, 2012 8:51 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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True, but here we talk about map issue, even more queens in a single area will telefrag each-other very easily. I'd rather prefer to put A Queen never in a big place, with QueenDest around without sniping option. Player will farm maybe triggered by other rules. I meet messages in different servers: "Kill all monsters or ban" for anti-racing, now we are worried about farming, eh nobody is ever satisfied... Good. Let's talk about TakeDamage Vs Locations. We leave Queen alone if is instigated by a player firing from 5000 UU, or even we can remove any damage from such a distance making sniping to be practiced only in sniping servers  Smile .

Code:

//Check for presence first
......
If (InstigatedBy.bIsPlayer && !InstigatedBy.Isa('ScriptedPawn') && Victim.IsA('Queen'))
 if (VSize(InstigatedBy.Location-Victim.Location) > 4500)
 Â     Damage = 0; //Come closer or give up :D
....
 

Any of such combination might help if we want a normal hunt not chickens using high range weaponry from map and monster doesn't has time to fight back.
Since this is not calling any mesh or something different, can be used only in server being replicated.

Anyway my problem is other, everybody noticed Queens but I couldn't see any King... Laughing
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PostPosted: Fri Sep 07, 2012 10:53 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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I find hitting them with a redeemer tends to knock them out of that infinite loop of teleports too.


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PostPosted: Wed Sep 12, 2012 2:30 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Hi i just spent a few hours making my map using alien queen model and is the same properties as the queen, Queens seem to get stuck as there is no queen destination for them to teleport to. so i put in some queen destinations and this solves the problem , but they end up telefragging each other,  also i noticed that if you do have queen destinations, then the queen must fit into that room, eg i put a queen destination in a room that was shorter than the queen , so the queen got stuck teleporting as it could not fit into that room .
Also i found so many problems with the qeen and alien queen that i decided to delete them all  as is too much fking about lol.
I cant see how to change queens properties to stop it killing its own models , or stop it from wanting to teleport. also if i try to use it in a thing factory , it has a default health of 50,000 and shows in the game as 87500?????  and the default drawscale is too big, so if i want to put them in creature factory say max items 20 i would have 20 alien queens wich are too big and all have 87500health?  
I think best advice is not to use queens in MH maps lol there shit.
Ch@os. Sad
anybody have any storm trooper model files???
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PostPosted: Wed Sep 12, 2012 8:38 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Chaos wrote (View Post):
anybody have any storm trooper model files???
 

Models, no.

Skins, they exist.
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I even team colored an existing skin and gave it faces ·
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Mine's not available to others though. Just sharing pics.


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PostPosted: Wed Sep 12, 2012 8:44 am
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Yeah, the same question was asked even a few years ago. Let's see what is about with this health of monsters.

Playing in a team against monsters (not alone), 8 players hunting a few Kralls, Skaarjs can do a very easy job making game to easy. Shrimp found a formula to boost them depending on a value in INI named MonsterSkill (is modified even in Bot menu - assumed linked), even with this you might have Bots different from monsters. Based on this assumed skill (real skill is 0 or 1 depending on difficulty or some values from GameInfo) monster is boosted in a few parameters. Maximum of level granted is 7, in this 7 they are increased 150% and also by DrawScale. For this reason a normal Gasbag with 200 health is shown in game with 300, if is bigger than in default will be more than 300, and so on.

These pawns with huge health (more than 50000) can reach at 75000 in normal DrawScale and even more if are bigger.

I gotta admit, I didn't added in any code a deal with AlienQueen any version. Why ? Simple. Those maps are based only on Big Monsters bugged, no paths, no story, no anything interesting, I didn't added another check for whatever custom queen because wasn't necesary - in a few words, I don't play them. Of course, with any mutator to remove damage from monster Vs monster, any queens can telefrag themselves and other monsters (is wise to have a single queen in area not many). Also I looked a bit at that LegLessKrall killed very easy by anybody (monster, player) but I just quit doing hundreds of checks just to fix everything which isn't so important.
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PostPosted: Wed Sep 12, 2012 12:41 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Last 3 messages: can you please not post your off-topic material in my thread and make your own?
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PostPosted: Wed Sep 12, 2012 9:39 pm
PostPost subject:No icon Re: Mutator fix for queens stuck teleporting
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Ok, I'll try to be in topic if was a bit deviated...
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