Enough hard to setup killing all monsters. We have some problems:SC]-[WARTZ_{HoF} wrote: ↑Sun May 20, 2018 2:31 pm I suggested years ago about making a mod that would not allow MH end to work unless all Monsters have been eliminated from level and that would keep DJ from being abused.
- monster falling to death and not dying - Triggered death - I think problem is solved in XCMH as I could see so far but... will see;
- Monster isolated as a lousy incomplete map and crapped as well - eg: GXech and suite - tweaked well in here...
For the moment solution is to do an examination at maps candidates for cheating and removing that crapped high jump because you are simply getting hurt at landing - it's what I did already. So DJ exist as a combat strategy but way more relaxed and acting properly at 240+ ms ping without triggering movement confusions and ugly movement effects, these being for those DJ lovers which I did not see any last time - maybe they have finally realized that this stuff is not dedicated for MH and now they feel frustrated or heck knows...
Maps which are going nasty can be tweaked VIA server-side (spawning a counter and linking it with End, Assigning last Boss as a critical point for End, etc. these are easy without editing maps). I'm not gonna mention that we can have some "walls" if are needed even as placards with some text:
"Mad goats are denied from being retarded". I have only a problem in picking up the font and the design...
Back to problem CM2_2011- I have to do some fine tuning around water area, some funky things are happening and I wanna figure if DevPath from XCGE v21 is not naughty because I don't get a funky new "Reachable" contest - and looks like Bot has the same problem like me. It's not a big deal because it's the last area anyway and player can be relaxed as long as all creatures are dead. If Bot is ending map (happens 50-60%) or player is in charge doesn't matter that much. I have to adjust some movement tweaks but I don't want to spread too many actors.
Extra-tech:
In this patch module is the first time when I DELETED old PathNodes (server-side only) and That's why I'm testing these intensive, map has less actors and a less loaded Path-Net - even monsters do look happy here, especially Week-End ones...