Tester Mutators
Posted: Sun Sep 15, 2019 10:31 am
Small intro:
At a moment a mapper making a MonsterHunt map which is supposed to have Bot support, will want to check it if paths to MH objectives are done properly.
Blocker:
If you don't know what is about with terms MH objectives read tutorials and you can stop reading this topic because this proves that you don't have a clue what to do in MH mapping for Bots.
Description:
Such Mutator works based on tester will. Which means that we do need to input mutate commands for testing / stop testing.
When mutate command (document included) is fired up mod will cause a message about positive results and how results are acquired - later about this.
If paths are not found because map is bad or we are too far from Paths mod will stay active in background showing routes later when network is closer.
Due to engine capabilities, a pawn hunting another pawn has another path finding power boosted natively by engine. A superior version like XC_MonsterHunt will use this feature and has better results toward Bot Support. Original MH in plain UT won't use this feature. For these reasons mutator shows which method was returning results. When Paths are good but available only VIA hunting, we have to adjust locations for MH Objectives else plain MH and Bot won't go nowhere but this is proving that paths are good in big parts.
When paths are good and objectives placed properly, Mod will show route-cache points (red circles) heading hunter to MH goal. So to speak we know if map has Bot Support without even to use Bots for testing - but we have to check them later in a last TEST.
Here is the mutator-tool: Next Good-To-Know things:
Last XC_Engine (v24) is capable to offer an advanced power to Pawn Paths Seeker. In big maps where mutator was showing no navigation and Bots were wandering, right now they might be operational, Bots are moving ahead. This Mutator can simply confirm what I'm talking about.
Here comes some evidences. Map tested is a version with paths of map MH-GardenOfDeath - not using triggers (because I did that in the past before XC age) but PathNodes mapped as a default Navigation Network.
Due to map size, original DevPath does nothing - engine going over boundaries: But... if we are using original MonsterHunt in UT having XC_Engine v24 loaded, results are different, paths being shown shortly: Of course, map has paths optimized but this is not enough for plain UT which has old and obsolete codes, and such a Map might be even annoying for players at how much has to roam hunter. The rest of game idea and critiques are not part of this presentation/topic.
Rant (Rat) On:
From now on MH mapper saying that he could not check or do good paths in map, has no excuses, is simply lying. In 2019 WE DO HAVE testing tools and information required for debugging. If mapper has no clue about pathing generally, I can expect to not even know what is for this mutator and what it does...
Rant (Rat) Off.
How comes with newer Editor Adds by Higor it's another story to discuss...
At a moment a mapper making a MonsterHunt map which is supposed to have Bot support, will want to check it if paths to MH objectives are done properly.
Blocker:
If you don't know what is about with terms MH objectives read tutorials and you can stop reading this topic because this proves that you don't have a clue what to do in MH mapping for Bots.
Description:
Such Mutator works based on tester will. Which means that we do need to input mutate commands for testing / stop testing.
When mutate command (document included) is fired up mod will cause a message about positive results and how results are acquired - later about this.
If paths are not found because map is bad or we are too far from Paths mod will stay active in background showing routes later when network is closer.
Due to engine capabilities, a pawn hunting another pawn has another path finding power boosted natively by engine. A superior version like XC_MonsterHunt will use this feature and has better results toward Bot Support. Original MH in plain UT won't use this feature. For these reasons mutator shows which method was returning results. When Paths are good but available only VIA hunting, we have to adjust locations for MH Objectives else plain MH and Bot won't go nowhere but this is proving that paths are good in big parts.
When paths are good and objectives placed properly, Mod will show route-cache points (red circles) heading hunter to MH goal. So to speak we know if map has Bot Support without even to use Bots for testing - but we have to check them later in a last TEST.
Here is the mutator-tool: Next Good-To-Know things:
Last XC_Engine (v24) is capable to offer an advanced power to Pawn Paths Seeker. In big maps where mutator was showing no navigation and Bots were wandering, right now they might be operational, Bots are moving ahead. This Mutator can simply confirm what I'm talking about.
Here comes some evidences. Map tested is a version with paths of map MH-GardenOfDeath - not using triggers (because I did that in the past before XC age) but PathNodes mapped as a default Navigation Network.
Due to map size, original DevPath does nothing - engine going over boundaries: But... if we are using original MonsterHunt in UT having XC_Engine v24 loaded, results are different, paths being shown shortly: Of course, map has paths optimized but this is not enough for plain UT which has old and obsolete codes, and such a Map might be even annoying for players at how much has to roam hunter. The rest of game idea and critiques are not part of this presentation/topic.
Rant (Rat) On:
From now on MH mapper saying that he could not check or do good paths in map, has no excuses, is simply lying. In 2019 WE DO HAVE testing tools and information required for debugging. If mapper has no clue about pathing generally, I can expect to not even know what is for this mutator and what it does...
Rant (Rat) Off.
How comes with newer Editor Adds by Higor it's another story to discuss...