Subject it's addressing XC environment with power of new natives. Subject means mapping, coding, tutorial stuff so it's off-topic here and there for a default forum view.
Job/Task:
A mutator in certain map dumping paths during game-play ordered by player - learning Bot Pathing - various tests.
Purpose:
Inspiring coders which were wasting time in the past with so called BOT PATHING stuff in run-time which was a MYTH - read again, all was FAKE sh!t stuff - I don't get why was wasted time because adding operational paths with plain UT will not work at all, NOT so far except when we are using XC_Engine with its add-ons.
Intro:
This might be a deliberated incomplete mapping stuff having "player-options" toward A.I. practiced "at home".
Action:
Imagine a small map with a house. On top, a mad monster is waiting team. Bots wont' help here, but they might help if player has... brain .
Map might have some marked spots not so buggy in visibility problems but... suggesting locations where player can debate mutator's "mutate" whatever command creating a PathNode in location and connecting this node into "NavigationPointList" being entirely usable. On last floor, under roof, we have only 2 default known PathNodes placed as usual in map. Player has to add nodes until last "custom node" right before to be seen by Monster, leaving the option to retreat. When this last node is connected, Bots will have free route to monster, it will be a MonsterEnd over there distracting MH Bot. Locations recommended are for practicing a bit of Bot Pathing during game and figuring later distances, how do they look in Editor in order to get used with this stuff - like an active/interactive Bot Pathing Tutorial. Mutator used for paths will require XC_Engine else everything goes to an instant game crash, so far won't have support for Lifts - perhaps future versions.
Other benefits:
Of course, usually my work might be aiming 2 or multiple purposes.
Such Mutator can be used in some XC Server in poorly done maps where Bot Support was easy but mapper too moron for dealing with a stupid Bot. Player can create nodes during game-play in order to have support how wants - not in the middle of roads for making Bot to bug aiming enemies - but leaving them a route for supporting player. Such a sample might be Minas_Tirith map. It's a plain one, even other similar ones might work properly if player is dumping nodes properly - tested by self person.
History Note:
My daughter asked me to do a small map poorly decorated in order to do some stunts over there. Because this simple Level should not be for a single purpose I decided to link it with other things - expanded features. Coders with good skills toward vectors specific stuff might do modifications making this mutator a real bad-ass one, so far I've quit thinking at it because I was doing NavAdder in that time, and modules are time consuming even if they worth wasting this time (my opinion). This was my toy for basic checks if a map supports run-time Bot Pathing or Bot Pathing generally VIA Editor, yeah, you can guess well, I did some checks to see first if a map supports A.I. to not waste time with an useless work. It would be frustrating to work hours at a map and heading to a nonsense - OVERSIZED Maps or those with BSP problems will never support Bot Pathing in UE1 - Bot won't work, this is not a joke. Mutator has an automated pathing feature but I never bothered to finish it as long as such thing is very nasty in maps with small spots and it do needs some processing (from both Me and Engine) and for the moment I don't feel that skilled to polish this properly. Part with manual adding node with a key bound works as expected. Command is "mutate donode" and all has a bit of visibility for confirmation.
If anyone is interested to see such stunts I'll add some "A.I.Pack" for download but I have to prepare map first and maybe implementing some helping command or... something else.
I listen...
Misc :: Combined Stuff
Misc :: Combined Stuff
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Misc :: Combined Stuff
Good...
So here is a package. Contains MH a map and two mutators ( paths maker - REAL PATHS not stupid triggers, and a Tester ).
The Goal is creating paths during game until Bots will move by themselves into monster area in the house at last Level. Hints about locations and commands are in PDF DOC. Map contains recommended spots.
Warnings:
ALL THESE should have XC_Engine else game is crashing instantly - do requires the newer functions which plain UT doesn't have.
This is a primary run-time paths creator at player's will which I could do for UT, these are nothing very smart. Even Editor making paths does trash at random.
So here is a package. Contains MH a map and two mutators ( paths maker - REAL PATHS not stupid triggers, and a Tester ).
The Goal is creating paths during game until Bots will move by themselves into monster area in the house at last Level. Hints about locations and commands are in PDF DOC. Map contains recommended spots.
Warnings:
ALL THESE should have XC_Engine else game is crashing instantly - do requires the newer functions which plain UT doesn't have.
This is a primary run-time paths creator at player's will which I could do for UT, these are nothing very smart. Even Editor making paths does trash at random.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Misc :: Combined Stuff
Did anyone figured what's going on here ? We can debate this chapter as an Extra-Tutorial for multiple purposes.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Misc :: Combined Stuff
Bump: DeathMatchPlus and RocketArena
Because MonsterGamingServer it's using this combination, I went to do some "RocketArena" toward Monsters which don't use weapons and then I dropped something there as follows:
This toy is tweaking projectiles fired by Monsters in small sequences smoothing in loops through Pawns as long as game is not ended. Now everything is an exploding-rockets ground.
This sequence can be also used in MyLevel inside a Coop or MonsterHunt map for tweaking creatures brought later from a CreatureFactory.
The "howto" can be described for anyone interested - MonsterHunt has a bit of fine tuning required here, but it's not a Rocket Science.
Because MonsterGamingServer it's using this combination, I went to do some "RocketArena" toward Monsters which don't use weapons and then I dropped something there as follows:
Code: Select all
class RMonster expands Mutator;
var bool bInit;
var Pawn P;
var int NPawn;
event PostBeginPlay()
{
if (!bInit)
{
NetUpdateFrequency = 8.0;
NetPriority = 2.0;
InitialState = 'TrackingRockets';
bInit = True;
}
}
state TrackingRockets
{
Begin:
Sleep(2.00);
log(Self.Name$" Running...",'RMonster');
Looping:
if ( Level.Game != None && Level.Game.bGameEnded )
Stop;
NPawn = 0;
P = Level.PawnList;
While ( P != None )
{
if ( ScriptedPawn(P) != None && !P.bDeleteMe )
{
if ( ScriptedPawn(P).RangedProjectile != None )
{
if ( ScriptedPawn(P).RangedProjectile != class 'RocketMK2' )
ScriptedPawn(P).RangedProjectile = class 'RocketMK2';
}
}
NPawn++;
if ( NPawn >= 64 )
{
NPawn = 0;
Sleep(0.3);
}
if ( P == None )
break;
else
P = P.NextPawn;
}
Sleep(0.5);
GoTo('Looping');
End:
}
This sequence can be also used in MyLevel inside a Coop or MonsterHunt map for tweaking creatures brought later from a CreatureFactory.
The "howto" can be described for anyone interested - MonsterHunt has a bit of fine tuning required here, but it's not a Rocket Science.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Misc :: Combined Stuff
Bumping that ball...
I was doing some research in finding what is replicated and how between a server and client for figuring how are used channels - if are used.
I have to admit that UT has options but... are limited by itself.
Command "SOCKETS" works properly if server is running having UnrealTournament.exe file as base in said server-console. In other case it does:
When Console is used directly certain commands are capped in scrolling but Log it's still there:
And now a discussion of me with me, lol:
Those "smarts" were talking about using Objects because they are not using Network for some server related tasks - not replicated. Objects perhaps are heavy to be controlled at removal problem, I'd rather prefer an actor having native support with certain functions. Okay and ? AND this Actor reporting Memory Usage is NOWHERE in channels, just because doesn't have RemoteRole and then it's an actor NOT USING network, yeah geniuses, show me where is this actor and how is called and which channel is using... Plonkers ! I won't make a mess with Garbage Collector using Objects with poor native support just because an Actor is consuming channels. WHAT channels ? I don't know, Nelsona, these people needs some networking lessons regarding to UT... I think.
And now they will say that you cannot get information from more than 64 channels that's why you don't have more.
Oh, really ? Then let's capture another case:161 - 2 because channels 158 159 were about to be closed, I think were some projectiles/effects or something like that...
There is nothing like a Server-Actor here and neither any XC thing. It's visible that when I changed Windows and triggering the log command, TickRate went at 11 and later has returned to normality... .
Edit: In some thread I read that an Actor bAlwaysRelevant is acting almost similar to a bStatic one - How more exactly ?
bAlwaysRelevant will be Network intensive while a bStatic one it's not even dropped in any channel. Evidences ? Sure, look above and show me which channels are used by which PathNode. And don't tell me that CTF-Niven doesn't have PathNodes...
I was doing some research in finding what is replicated and how between a server and client for figuring how are used channels - if are used.
I have to admit that UT has options but... are limited by itself.
Command "SOCKETS" works properly if server is running having UnrealTournament.exe file as base in said server-console. In other case it does:
Code: Select all
ScriptLog: Administrator logged in.
MemoryStatus: Load = 47% at 1 Players.
TickState: Current Tick-Rate = 25.518932, Max Tick-Rate = 25.000000
DevNet: RPC bunch overflowed
Code: Select all
Log: Connections:
Log: Client 192.168.0.107 192.168.0.107:1168 state: Open
Log: Channel 0: Text State=open
Log: Channel 1: Actor=TFemale1 CTF-Niven.TFemale0 (Role=4 RemoteRole=3) State=open
Log: Channel 3: Actor=EUTClientReplication CTF-Niven.EUTClientReplication0 (Role=4 RemoteRole=2) State=open
Log: Channel 4: Actor=RedFlag CTF-Niven.RedFlag0 (Role=4 RemoteRole=1) State=open
Log: Channel 5: Actor=CTFFlag CTF-Niven.CTFFlag0 (Role=4 RemoteRole=1) State=open
Log: Channel 6: Actor=Mover CTF-Niven.Mover0 (Role=4 RemoteRole=2) State=open
Log: Channel 7: Actor=AttachMover CTF-Niven.AttachMover1 (Role=4 RemoteRole=2) State=open
Log: Channel 8: Actor=Mover CTF-Niven.Mover1 (Role=4 RemoteRole=2) State=open
Log: Channel 9: Actor=Mover CTF-Niven.Mover3 (Role=4 RemoteRole=2) State=open
Log: Channel 10: Actor=Mover CTF-Niven.Mover2 (Role=4 RemoteRole=2) State=open
Log: Channel 11: Actor=RocketPack CTF-Niven.RocketPack0 (Role=4 RemoteRole=2) State=open
Log: Channel 12: Actor=RocketPack CTF-Niven.RocketPack3 (Role=4 RemoteRole=2) State=open
Log: Channel 13: Actor=RocketPack CTF-Niven.RocketPack2 (Role=4 RemoteRole=2) State=open
Log: Channel 14: Actor=RocketPack CTF-Niven.RocketPack1 (Role=4 RemoteRole=2) State=open
Log: Channel 15: Actor=ShockCore CTF-Niven.ShockCore3 (Role=4 RemoteRole=2) State=open
Log: Channel 16: Actor=ShockCore CTF-Niven.ShockCore2 (Role=4 RemoteRole=2) State=open
Log: Channel 17: Actor=ShockCore CTF-Niven.ShockCore1 (Role=4 RemoteRole=2) State=open
Log: Channel 18: Actor=ShockCore CTF-Niven.ShockCore0 (Role=4 RemoteRole=2) State=open
Log: Channel 19: Actor=EUTGameReplicationInfo CTF-Niven.EUTGameReplicationInfo0 (Role=4 RemoteRole=2) State=open
Log: Channel 20: Actor=BladeHopper CTF-Niven.BladeHopper1 (Role=4 RemoteRole=2) State=open
Log: Channel 21: Actor=BladeHopper CTF-Niven.BladeHopper0 (Role=4 RemoteRole=2) State=open
Log: Channel 22: Actor=Miniammo CTF-Niven.miniammo0 (Role=4 RemoteRole=2) State=open
Log: Channel 23: Actor=minigun2 CTF-Niven.minigun1 (Role=4 RemoteRole=2) State=open
Log: Channel 24: Actor=MedBox CTF-Niven.MedBox4 (Role=4 RemoteRole=2) State=open
Log: Channel 25: Actor=MedBox CTF-Niven.MedBox3 (Role=4 RemoteRole=2) State=open
Log: Channel 26: Actor=Miniammo CTF-Niven.miniammo1 (Role=4 RemoteRole=2) State=open
Log: Channel 27: Actor=ripper CTF-Niven.ripper0 (Role=4 RemoteRole=2) State=open
Log: Channel 28: Actor=MedBox CTF-Niven.MedBox1 (Role=4 RemoteRole=2) State=open
Log: Channel 29: Actor=UT_FlakCannon CTF-Niven.UT_FlakCannon0 (Role=4 RemoteRole=2) State=open
Log: Channel 30: Actor=ThighPads CTF-Niven.ThighPads0 (Role=4 RemoteRole=2) State=open
Log: Channel 31: Actor=Armor2 CTF-Niven.Armor1 (Role=4 RemoteRole=2) State=open
Log: Channel 32: Actor=FlakAmmo CTF-Niven.FlakAmmo0 (Role=4 RemoteRole=2) State=open
Log: Channel 33: Actor=FlakAmmo CTF-Niven.FlakAmmo1 (Role=4 RemoteRole=2) State=open
Log: Channel 34: Actor=ut_biorifle CTF-Niven.ut_biorifle0 (Role=4 RemoteRole=2) State=open
Log: Channel 35: Actor=ShockRifle CTF-Niven.ShockRifle0 (Role=4 RemoteRole=2) State=open
Log: Channel 36: Actor=ShockRifle CTF-Niven.ShockRifle1 (Role=4 RemoteRole=2) State=open
Log: Channel 37: Actor=MedBox CTF-Niven.MedBox2 (Role=4 RemoteRole=2) State=open
Log: Channel 38: Actor=UT_Eightball CTF-Niven.UT_Eightball0 (Role=4 RemoteRole=2) State=open
Log: Channel 39: Actor=TeamInfo CTF-Niven.TeamInfo3 (Role=4 RemoteRole=1) State=open
Log: Channel 40: Actor=TeamInfo CTF-Niven.TeamInfo2 (Role=4 RemoteRole=1) State=open
Log: Channel 41: Actor=TeamInfo CTF-Niven.TeamInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 42: Actor=TeamInfo CTF-Niven.TeamInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 43: Actor=FlagBase CTF-Niven.FlagBase0 (Role=4 RemoteRole=1) State=open
Log: Channel 44: Actor=FlagBase CTF-Niven.FlagBase1 (Role=4 RemoteRole=1) State=open
Log: Channel 45: Actor=LevelInfo CTF-Niven.LevelInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 46: Actor=ZoneInfo CTF-Niven.ZoneInfo6 (Role=4 RemoteRole=1) State=open
Log: Channel 47: Actor=ZoneInfo CTF-Niven.ZoneInfo3 (Role=4 RemoteRole=1) State=open
Log: Channel 48: Actor=ZoneInfo CTF-Niven.ZoneInfo4 (Role=4 RemoteRole=1) State=open
Log: Channel 49: Actor=ZoneInfo CTF-Niven.ZoneInfo5 (Role=4 RemoteRole=1) State=open
Log: Channel 50: Actor=ZoneInfo CTF-Niven.ZoneInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 51: Actor=WaterZone CTF-Niven.WaterZone1 (Role=4 RemoteRole=1) State=open
Log: Channel 52: Actor=PlayerReplicationInfo CTF-Niven.PlayerReplicationInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 53: Actor=SkyZoneInfo CTF-Niven.SkyZoneInfo0 (Role=4 RemoteRole=2) State=open
Log: Channel 2: Actor=BotReplicationInfo CTF-Niven.BotReplicationInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 54: Actor=BotReplicationInfo CTF-Niven.BotReplicationInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 55: Actor=MTFemale1Bot CTF-Niven.MTFemale1Bot0 (Role=4 RemoteRole=2) State=open
Log: Channel 56: Actor=BotReplicationInfo CTF-Niven.BotReplicationInfo2 (Role=4 RemoteRole=1) State=open
Log: Channel 59: Actor=enforcer CTF-Niven.enforcer0 (Role=4 RemoteRole=2) State=open
Log: Channel 60: Actor=enforcer CTF-Niven.enforcer1 (Role=4 RemoteRole=2) State=open
Log: Channel 57: Actor=Translocator CTF-Niven.Translocator0 (Role=4 RemoteRole=2) State=open
Log: Channel 58: Actor=BotReplicationInfo CTF-Niven.BotReplicationInfo4 (Role=4 RemoteRole=1) State=open
Log: Channel 61: Actor=ImpactHammer CTF-Niven.ImpactHammer0 (Role=4 RemoteRole=2) State=open
Log: Channel 62: Actor=Miniammo CTF-Niven.Miniammo2 (Role=4 RemoteRole=2) State=open
Log: Channel 63: Actor=BotReplicationInfo CTF-Niven.BotReplicationInfo3 (Role=4 RemoteRole=1) State=open
MemoryStatus: Load = 46% at 1 Players.
TickState: Current Tick-Rate = 25.525402, Max Tick-Rate = 25.000000
Those "smarts" were talking about using Objects because they are not using Network for some server related tasks - not replicated. Objects perhaps are heavy to be controlled at removal problem, I'd rather prefer an actor having native support with certain functions. Okay and ? AND this Actor reporting Memory Usage is NOWHERE in channels, just because doesn't have RemoteRole and then it's an actor NOT USING network, yeah geniuses, show me where is this actor and how is called and which channel is using... Plonkers ! I won't make a mess with Garbage Collector using Objects with poor native support just because an Actor is consuming channels. WHAT channels ? I don't know, Nelsona, these people needs some networking lessons regarding to UT... I think.
And now they will say that you cannot get information from more than 64 channels that's why you don't have more.
Oh, really ? Then let's capture another case:
Code: Select all
TickState: Current Tick-Rate = 11.812077, Max Tick-Rate = 25.000000
Log: Connections:
Log: Client 192.168.0.107 192.168.0.107:1215 state: Open
Log: Channel 0: Text State=open
Log: Channel 1: Actor=TFemale1 CTF-NovemberCE105_R16.TFemale0 (Role=4 RemoteRole=3) State=open
Log: Channel 2: Actor=EUTClientReplication CTF-NovemberCE105_R16.EUTClientReplication0 (Role=4 RemoteRole=2) State=open
Log: Channel 3: Actor=RedFlag CTF-NovemberCE105_R16.RedFlag0 (Role=4 RemoteRole=1) State=open
Log: Channel 4: Actor=CTFFlag CTF-NovemberCE105_R16.CTFFlag0 (Role=4 RemoteRole=1) State=open
Log: Channel 5: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack7 (Role=4 RemoteRole=2) State=open
Log: Channel 6: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox3 (Role=4 RemoteRole=2) State=open
Log: Channel 7: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack3 (Role=4 RemoteRole=2) State=open
Log: Channel 8: Actor=ShockCore CTF-NovemberCE105_R16.ShockCore1 (Role=4 RemoteRole=2) State=open
Log: Channel 9: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack8 (Role=4 RemoteRole=2) State=open
Log: Channel 10: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox5 (Role=4 RemoteRole=2) State=open
Log: Channel 11: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox2 (Role=4 RemoteRole=2) State=open
Log: Channel 12: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox4 (Role=4 RemoteRole=2) State=open
Log: Channel 13: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack6 (Role=4 RemoteRole=2) State=open
Log: Channel 14: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack5 (Role=4 RemoteRole=2) State=open
Log: Channel 15: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack4 (Role=4 RemoteRole=2) State=open
Log: Channel 16: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack2 (Role=4 RemoteRole=2) State=open
Log: Channel 17: Actor=ShockCore CTF-NovemberCE105_R16.ShockCore2 (Role=4 RemoteRole=2) State=open
Log: Channel 18: Actor=ShockCore CTF-NovemberCE105_R16.ShockCore3 (Role=4 RemoteRole=2) State=open
Log: Channel 19: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox0 (Role=4 RemoteRole=2) State=open
Log: Channel 20: Actor=ShockCore CTF-NovemberCE105_R16.ShockCore0 (Role=4 RemoteRole=2) State=open
Log: Channel 21: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox7 (Role=4 RemoteRole=2) State=open
Log: Channel 22: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox6 (Role=4 RemoteRole=2) State=open
Log: Channel 23: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox1 (Role=4 RemoteRole=2) State=open
Log: Channel 24: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack11 (Role=4 RemoteRole=2) State=open
Log: Channel 25: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack0 (Role=4 RemoteRole=2) State=open
Log: Channel 26: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack1 (Role=4 RemoteRole=2) State=open
Log: Channel 27: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack10 (Role=4 RemoteRole=2) State=open
Log: Channel 28: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack9 (Role=4 RemoteRole=2) State=open
Log: Channel 29: Actor=EUTGameReplicationInfo CTF-NovemberCE105_R16.EUTGameReplicationInfo0 (Role=4 RemoteRole=2) State=open
Log: Channel 30: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo7 (Role=4 RemoteRole=2) State=open
Log: Channel 31: Actor=FlakAmmo CTF-NovemberCE105_R16.FlakAmmo15 (Role=4 RemoteRole=2) State=open
Log: Channel 32: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial0 (Role=4 RemoteRole=2) State=open
Log: Channel 33: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial1 (Role=4 RemoteRole=2) State=open
Log: Channel 34: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial2 (Role=4 RemoteRole=2) State=open
Log: Channel 35: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial3 (Role=4 RemoteRole=2) State=open
Log: Channel 36: Actor=ThighPads CTF-NovemberCE105_R16.ThighPads0 (Role=4 RemoteRole=2) State=open
Log: Channel 37: Actor=UDamage CTF-NovemberCE105_R16.UDamage0 (Role=4 RemoteRole=2) State=open
Log: Channel 38: Actor=ShockRifle CTF-NovemberCE105_R16.ShockRifle0 (Role=4 RemoteRole=2) State=open
Log: Channel 39: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo6 (Role=4 RemoteRole=2) State=open
Log: Channel 40: Actor=minigun2 CTF-NovemberCE105_R16.Minigun0 (Role=4 RemoteRole=2) State=open
Log: Channel 41: Actor=minigun2 CTF-NovemberCE105_R16.minigun5 (Role=4 RemoteRole=2) State=open
Log: Channel 42: Actor=Miniammo CTF-NovemberCE105_R16.miniammo0 (Role=4 RemoteRole=2) State=open
Log: Channel 43: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo1 (Role=4 RemoteRole=2) State=open
Log: Channel 44: Actor=Miniammo CTF-NovemberCE105_R16.miniammo2 (Role=4 RemoteRole=2) State=open
Log: Channel 45: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo3 (Role=4 RemoteRole=2) State=open
Log: Channel 46: Actor=UT_ShieldBelt CTF-NovemberCE105_R16.ut_shieldbelt0 (Role=4 RemoteRole=2) State=open
Log: Channel 47: Actor=FlakAmmo CTF-NovemberCE105_R16.FlakAmmo14 (Role=4 RemoteRole=2) State=open
Log: Channel 48: Actor=ShockRifle CTF-NovemberCE105_R16.ShockRifle1 (Role=4 RemoteRole=2) State=open
Log: Channel 49: Actor=UT_FlakCannon CTF-NovemberCE105_R16.UT_FlakCannon2 (Role=4 RemoteRole=2) State=open
Log: Channel 50: Actor=MedBox CTF-NovemberCE105_R16.MedBox4 (Role=4 RemoteRole=2) State=open
Log: Channel 51: Actor=MedBox CTF-NovemberCE105_R16.MedBox5 (Role=4 RemoteRole=2) State=open
Log: Channel 52: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo4 (Role=4 RemoteRole=2) State=open
Log: Channel 53: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo5 (Role=4 RemoteRole=2) State=open
Log: Channel 54: Actor=ThighPads CTF-NovemberCE105_R16.ThighPads1 (Role=4 RemoteRole=2) State=open
Log: Channel 55: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo8 (Role=4 RemoteRole=2) State=open
Log: Channel 56: Actor=UT_Eightball CTF-NovemberCE105_R16.UT_Eightball1 (Role=4 RemoteRole=2) State=open
Log: Channel 57: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo9 (Role=4 RemoteRole=2) State=open
Log: Channel 58: Actor=UT_ShieldBelt CTF-NovemberCE105_R16.ut_shieldbelt1 (Role=4 RemoteRole=2) State=open
Log: Channel 59: Actor=HealthPack CTF-NovemberCE105_R16.HealthPack1 (Role=4 RemoteRole=2) State=open
Log: Channel 60: Actor=ut_biorifle CTF-NovemberCE105_R16.ut_biorifle1 (Role=4 RemoteRole=2) State=open
Log: Channel 61: Actor=FlakAmmo CTF-NovemberCE105_R16.FlakAmmo13 (Role=4 RemoteRole=2) State=open
Log: Channel 62: Actor=MedBox CTF-NovemberCE105_R16.MedBox1 (Role=4 RemoteRole=2) State=open
Log: Channel 63: Actor=SniperRifle CTF-NovemberCE105_R16.SniperRifle0 (Role=4 RemoteRole=2) State=open
Log: Channel 64: Actor=MedBox CTF-NovemberCE105_R16.MedBox6 (Role=4 RemoteRole=2) State=open
Log: Channel 65: Actor=Armor2 CTF-NovemberCE105_R16.Armor0 (Role=4 RemoteRole=2) State=open
Log: Channel 66: Actor=MedBox CTF-NovemberCE105_R16.MedBox11 (Role=4 RemoteRole=2) State=open
Log: Channel 67: Actor=UT_Eightball CTF-NovemberCE105_R16.UT_Eightball0 (Role=4 RemoteRole=2) State=open
Log: Channel 68: Actor=MedBox CTF-NovemberCE105_R16.MedBox3 (Role=4 RemoteRole=2) State=open
Log: Channel 69: Actor=MedBox CTF-NovemberCE105_R16.MedBox2 (Role=4 RemoteRole=2) State=open
Log: Channel 70: Actor=ut_biorifle CTF-NovemberCE105_R16.ut_biorifle0 (Role=4 RemoteRole=2) State=open
Log: Channel 71: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo10 (Role=4 RemoteRole=2) State=open
Log: Channel 72: Actor=UT_FlakCannon CTF-NovemberCE105_R16.UT_FlakCannon3 (Role=4 RemoteRole=2) State=open
Log: Channel 73: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo11 (Role=4 RemoteRole=2) State=open
Log: Channel 74: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial8 (Role=4 RemoteRole=2) State=open
Log: Channel 75: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial9 (Role=4 RemoteRole=2) State=open
Log: Channel 76: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial10 (Role=4 RemoteRole=2) State=open
Log: Channel 77: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial11 (Role=4 RemoteRole=2) State=open
Log: Channel 78: Actor=PulseGun CTF-NovemberCE105_R16.PulseGun0 (Role=4 RemoteRole=2) State=open
Log: Channel 79: Actor=PAmmo CTF-NovemberCE105_R16.PAmmo0 (Role=4 RemoteRole=2) State=open
Log: Channel 80: Actor=PAmmo CTF-NovemberCE105_R16.PAmmo1 (Role=4 RemoteRole=2) State=open
Log: Channel 81: Actor=PAmmo CTF-NovemberCE105_R16.PAmmo2 (Role=4 RemoteRole=2) State=open
Log: Channel 82: Actor=PAmmo CTF-NovemberCE105_R16.PAmmo3 (Role=4 RemoteRole=2) State=open
Log: Channel 83: Actor=ripper CTF-NovemberCE105_R16.ripper0 (Role=4 RemoteRole=2) State=open
Log: Channel 84: Actor=ripper CTF-NovemberCE105_R16.ripper1 (Role=4 RemoteRole=2) State=open
Log: Channel 85: Actor=BladeHopper CTF-NovemberCE105_R16.BladeHopper0 (Role=4 RemoteRole=2) State=open
Log: Channel 86: Actor=BladeHopper CTF-NovemberCE105_R16.BladeHopper1 (Role=4 RemoteRole=2) State=open
Log: Channel 87: Actor=BladeHopper CTF-NovemberCE105_R16.BladeHopper2 (Role=4 RemoteRole=2) State=open
Log: Channel 88: Actor=BladeHopper CTF-NovemberCE105_R16.BladeHopper3 (Role=4 RemoteRole=2) State=open
Log: Channel 89: Actor=SniperRifle CTF-NovemberCE105_R16.SniperRifle2 (Role=4 RemoteRole=2) State=open
Log: Channel 90: Actor=SniperRifle CTF-NovemberCE105_R16.SniperRifle3 (Role=4 RemoteRole=2) State=open
Log: Channel 91: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo0 (Role=4 RemoteRole=2) State=open
Log: Channel 92: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo1 (Role=4 RemoteRole=2) State=open
Log: Channel 93: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo2 (Role=4 RemoteRole=2) State=open
Log: Channel 94: Actor=FlakAmmo CTF-NovemberCE105_R16.flakammo3 (Role=4 RemoteRole=2) State=open
Log: Channel 95: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial12 (Role=4 RemoteRole=2) State=open
Log: Channel 96: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial15 (Role=4 RemoteRole=2) State=open
Log: Channel 97: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial17 (Role=4 RemoteRole=2) State=open
Log: Channel 98: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial18 (Role=4 RemoteRole=2) State=open
Log: Channel 99: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial19 (Role=4 RemoteRole=2) State=open
Log: Channel 100: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial20 (Role=4 RemoteRole=2) State=open
Log: Channel 101: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial21 (Role=4 RemoteRole=2) State=open
Log: Channel 102: Actor=HealthVial CTF-NovemberCE105_R16.HealthVial22 (Role=4 RemoteRole=2) State=open
Log: Channel 103: Actor=MedBox CTF-NovemberCE105_R16.MedBox7 (Role=4 RemoteRole=2) State=open
Log: Channel 104: Actor=MedBox CTF-NovemberCE105_R16.MedBox8 (Role=4 RemoteRole=2) State=open
Log: Channel 105: Actor=MedBox CTF-NovemberCE105_R16.MedBox9 (Role=4 RemoteRole=2) State=open
Log: Channel 106: Actor=MedBox CTF-NovemberCE105_R16.MedBox10 (Role=4 RemoteRole=2) State=open
Log: Channel 107: Actor=FlakAmmo CTF-NovemberCE105_R16.FlakAmmo12 (Role=4 RemoteRole=2) State=open
Log: Channel 108: Actor=HealthPack CTF-NovemberCE105_R16.HealthPack0 (Role=4 RemoteRole=2) State=open
Log: Channel 109: Actor=MedBox CTF-NovemberCE105_R16.MedBox0 (Role=4 RemoteRole=2) State=open
Log: Channel 110: Actor=SniperRifle CTF-NovemberCE105_R16.SniperRifle1 (Role=4 RemoteRole=2) State=open
Log: Channel 111: Actor=Armor2 CTF-NovemberCE105_R16.armor3 (Role=4 RemoteRole=2) State=open
Log: Channel 112: Actor=PulseGun CTF-NovemberCE105_R16.PulseGun2 (Role=4 RemoteRole=2) State=open
Log: Channel 113: Actor=TeamInfo CTF-NovemberCE105_R16.TeamInfo2 (Role=4 RemoteRole=1) State=open
Log: Channel 114: Actor=TeamInfo CTF-NovemberCE105_R16.TeamInfo3 (Role=4 RemoteRole=1) State=open
Log: Channel 115: Actor=TeamInfo CTF-NovemberCE105_R16.TeamInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 116: Actor=TeamInfo CTF-NovemberCE105_R16.TeamInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 117: Actor=FlagBase CTF-NovemberCE105_R16.FlagBase0 (Role=4 RemoteRole=1) State=open
Log: Channel 118: Actor=FlagBase CTF-NovemberCE105_R16.FlagBase3 (Role=4 RemoteRole=1) State=open
Log: Channel 119: Actor=LevelInfo CTF-NovemberCE105_R16.LevelInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 120: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo4 (Role=4 RemoteRole=1) State=open
Log: Channel 121: Actor=SlimeZone CTF-NovemberCE105_R16.SlimeZone0 (Role=4 RemoteRole=1) State=open
Log: Channel 122: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo10 (Role=4 RemoteRole=1) State=open
Log: Channel 123: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 124: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo8 (Role=4 RemoteRole=1) State=open
Log: Channel 125: Actor=SkyZoneInfo CTF-NovemberCE105_R16.SkyZoneInfo7 (Role=4 RemoteRole=2) State=open
Log: Channel 126: Actor=WaterZone CTF-NovemberCE105_R16.WaterZone5 (Role=4 RemoteRole=1) State=open
Log: Channel 127: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 128: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo3 (Role=4 RemoteRole=1) State=open
Log: Channel 129: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo11 (Role=4 RemoteRole=1) State=open
Log: Channel 130: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo9 (Role=4 RemoteRole=1) State=open
Log: Channel 131: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo7 (Role=4 RemoteRole=1) State=open
Log: Channel 132: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo6 (Role=4 RemoteRole=1) State=open
Log: Channel 133: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo5 (Role=4 RemoteRole=1) State=open
Log: Channel 134: Actor=ZoneInfo CTF-NovemberCE105_R16.ZoneInfo2 (Role=4 RemoteRole=1) State=open
Log: Channel 135: Actor=PlayerReplicationInfo CTF-NovemberCE105_R16.PlayerReplicationInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 136: Actor=SlimeZone CTF-NovemberCE105_R16.SlimeZone1 (Role=4 RemoteRole=1) State=open
Log: Channel 137: Actor=BotReplicationInfo CTF-NovemberCE105_R16.BotReplicationInfo0 (Role=4 RemoteRole=1) State=open
Log: Channel 138: Actor=BotReplicationInfo CTF-NovemberCE105_R16.BotReplicationInfo1 (Role=4 RemoteRole=1) State=open
Log: Channel 139: Actor=BotReplicationInfo CTF-NovemberCE105_R16.BotReplicationInfo2 (Role=4 RemoteRole=1) State=open
Log: Channel 140: Actor=enforcer CTF-NovemberCE105_R16.enforcer0 (Role=4 RemoteRole=2) State=open
Log: Channel 141: Actor=BotReplicationInfo CTF-NovemberCE105_R16.BotReplicationInfo4 (Role=4 RemoteRole=1) State=open
Log: Channel 142: Actor=Translocator CTF-NovemberCE105_R16.Translocator0 (Role=4 RemoteRole=2) State=open
Log: Channel 143: Actor=ImpactHammer CTF-NovemberCE105_R16.ImpactHammer0 (Role=4 RemoteRole=2) State=open
Log: Channel 144: Actor=Miniammo CTF-NovemberCE105_R16.Miniammo4 (Role=4 RemoteRole=2) State=open
Log: Channel 145: Actor=BotReplicationInfo CTF-NovemberCE105_R16.BotReplicationInfo3 (Role=4 RemoteRole=1) State=open
Log: Channel 146: Actor=RocketPack CTF-NovemberCE105_R16.RocketPack12 (Role=4 RemoteRole=2) State=open
Log: Channel 147: Actor=SniperRifle CTF-NovemberCE105_R16.SniperRifle5 (Role=4 RemoteRole=2) State=open
Log: Channel 148: Actor=BulletBox CTF-NovemberCE105_R16.BulletBox9 (Role=4 RemoteRole=2) State=open
Log: Channel 149: Actor=MTMale1Bot CTF-NovemberCE105_R16.MTMale1Bot0 (Role=4 RemoteRole=2) State=open
Log: Channel 150: Actor=BioAmmo CTF-NovemberCE105_R16.bioammo3 (Role=4 RemoteRole=2) State=open
Log: Channel 152: Actor=BioAmmo CTF-NovemberCE105_R16.bioammo2 (Role=4 RemoteRole=2) State=open
Log: Channel 153: Actor=MTFemale2Bot CTF-NovemberCE105_R16.MTFemale2Bot0 (Role=4 RemoteRole=2) State=open
Log: Channel 155: Actor=BioAmmo CTF-NovemberCE105_R16.BioAmmo5 (Role=4 RemoteRole=2) State=open
Log: Channel 156: Actor=ut_biorifle CTF-NovemberCE105_R16.ut_biorifle3 (Role=4 RemoteRole=2) State=open
Log: Channel 157: Actor=MTMale2Bot CTF-NovemberCE105_R16.MTMale2Bot0 (Role=4 RemoteRole=2) State=open
Log: Channel 158: Actor=None State=closing
Log: Channel 159: Actor=None State=closing
Log: Channel 161: Actor=PulseGun CTF-NovemberCE105_R16.PulseGun1 (Role=4 RemoteRole=1) State=open
MemoryStatus: Load = 50% at 1 Players.
There is nothing like a Server-Actor here and neither any XC thing. It's visible that when I changed Windows and triggering the log command, TickRate went at 11 and later has returned to normality... .
Edit: In some thread I read that an Actor bAlwaysRelevant is acting almost similar to a bStatic one - How more exactly ?
bAlwaysRelevant will be Network intensive while a bStatic one it's not even dropped in any channel. Evidences ? Sure, look above and show me which channels are used by which PathNode. And don't tell me that CTF-Niven doesn't have PathNodes...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -