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Car Launcher for Engineer Class?  XML
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TheDruidXpawX

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Greetings all, we've been looking over using the Car Launcer either as the core, or writing something very similar to the car launcher to facilitate the engineer class.

Our current questions are about the AI controller for the ASSentinel and Link Turret class. We tried it and they dont target monsters. Have any of you seen a fix for this out there or have any ideas? I'm guessing the Scripted Controllers for these classes ignore bots.

Any ideas?

Dru

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v0rTeX

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I used to use the Car Launcher mutator sometimes during LAN parties while playing Onslaught. The bots never did use the Car Launcher for anything other than translocating around the map. That's about all I know concerning CL and bots.
TheDruidXpawX

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v0rTeX wrote:
I used to use the Car Launcher mutator sometimes during LAN parties while playing Onslaught. The bots never did use the Car Launcher for anything other than translocating around the map. That's about all I know concerning CL and bots. 


Hmm... I'm not so worried about the bots being good engineers. We rarely have bots on our server here, and even when they are, they're just fodder really.

The thing we're trying to figure out is why the ASSentinel and Link Turrent dont target monsters... they act like they're not even there.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

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Shantara

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Also of note is that the monsters don't target the turrets, either.

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v0rTeX

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TheDruidXpawX wrote:

The thing we're trying to figure out is why the ASSentinel and Link Turrent dont target monsters... they act like they're not even there. 


Well for Invasion, monsters are considered to be the blue team. Could that be part of the cause? Do the turrets get assigned a team color at all? Are they set to ignore or look for specific team colors?

Monsters should (in theory) be targeted unless the turrets are set to ignore bots or ignore the blue team.

Another thing you might look into is the species aspect. It is common knowledge that invasion monsters will ignore members of any same or parent class. Might want to check to make sure the turrets arent a subclass of SkaarjPack.Monster or some other such class that might be up the tree from specific monsters.
TheDruidXpawX

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Check this out
Code:
 class MonsterASSentinelController extends ASSentinelController;
 var float LastSearch;
 function PostBeginPlay()
 {
 	super.PostBeginPlay();
 			Enable('SeeMonster');
 }
 
 function bool IsTargetRelevant( Pawn Target )
 {
 	if ( (Target != None) && (Target.Controller != None) && !SameTeamAs(Target.Controller)
 		&& (Target.Health > 0) && VSize(Target.Location-Pawn.Location) < Pawn.SightRadius*1.25 )
 		return true;
 
 	return false;
 }
 function Tick(float DeltaTime)
 {
 	local Controller C;
 	super.Tick(DeltaTime);
 
 	LastSearch+=DeltaTime;
 
 	if(LastSearch>0.3)
 	{
 		LastSearch-=0.3;
 		for ( C=Level.ControllerList; C!=None; C=C.NextController )
 		if(!C.bIsPlayer && C.Pawn!=none && FastTrace(C.Pawn.Location,Pawn.Location))
 			SeeMonster(C.Pawn);
 
 	}
 }
 event SeeMonster( Pawn Seen )
 {
 //	log("MonsterSee:" $ Seen);
 //	super.SeeMonster(Seen);
 	SeePlayer(Seen);
 }
 
 


This is the Monster Assault Sentinel controller that makes it see monsters

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Szlat

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I hadn't come across the Car Launcher before. Looks like it will do an excellent job. The Engineer class looks very viable now.

I gave it a quick try, and as you said the turrets didn't automatically target the monsters. I haven't tried including your mod - I'll try that as soon as I get chance.

Also I got stuck in one turret and couldn't escape without suiciding.
And I am also not sure about being able to spawn turrets that just hang in mid air.
And using the teleport artifact whilst in a link turret seemed to move my viewport, but still left me controlling the link gun. Weird.
So the code does need tweaking for RPG invasion.

You will need to change the number of slots, number of simultaneous deployed items and what cars/turrets can be spawned, but presumably most of those will be RPG skills to increase the power of the engineer.

But that's just the refinements. The idea is definitely an exciting one.

As an aside, the selection menu was interesting. In a way, it is doing a similar thing to the monster summoning.
Are you thinking of having the two selection methods distinct, or are you going to change the Car Launcher to be artifact based, or perhaps change the Monster summoning so there is just one summoning charm and a key that allows the player to select which monster?

What about the concept of these turrets having magic types like Protection or Piercing if you are manually firing them?

Sorry, lots of questions. Didn't mean to divert the thread. I'll try playing around with the code and see.

Szlat

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I tried merging the code for the MonsterASSentinelController in with the Car Launcher DMSentinelController, and still no joy - the monsters still did not target the sentinel, and the sentinel didn't target the monsters.

Looking at Car Launcher CLBeacon.uc, in DropCar, it only seems to set the controller to be a 'DMSentinelController' if there are no teams set up (DeathMatch I suppose), by calling NonTeamSetup().
If I change the merged code so that it does code similar to NonTeamSetup for teams as well, then monsters are automatically targetted.

However, the monsters still didn't target the sentinel, so I will need to chase that up further.
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Just looking at the code, (I can't test anything at the minute) but the problem with monsters not targetting the sentinels may be due to the MonsterController FindNewEnemy function. It seems to specifically only target players.

The FriendlyMonsterController has a work around in that when a pet targets a monster, in ChangeEnemy it resets the monsters Enemy to be the pet itself. It may be possible to do a similar thing with the sentinel - get the sentinel code to reset the Enemy object of the monster so it fights back at least.
TheDruidXpawX

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Before we go crazy with this one, I need to read the creator's license, or email him/her and ask if she/he would let us usurp the code from it

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TheDruidXpawX

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TheDruidXpawX wrote:
Before we go crazy with this one, I need to read the creator's license, or email him/her and ask if she/he would let us usurp the code from it 


We dont need to usurp any code.

The code to create all of this is relatively simple, but we'll need a significantly different object model.

What I'm thinking of is from a high level, a Engineer player buys "Vehicle Points" "Turret Points" and "Building Points"

With each of these they (in a very similar mechanic to MonsterMaster) can summon a vehicle of the type chosen. I do think I'll override the translauncer in a similar way to the car launcher though. I "conceptually" like the way it works, just the internal workings wont do for what I have in mind.

The next thing I think is an abstract base class called EngineerSummon with some simple methods like:

Summon()
CanAirSummon()
isAvailable(LevelInfo level)

That way the abstraction of how things are summoned and controllers are added can be separated from the engineer class, which would be properties driven similar to MonsterMaster.

Then when he translauncher beacon is activated, it can do whatever "artifact" is selected on the left.

Vehicle points are for drive-able vehicles.

Turret points are for non-movable vehicles that might fight on their own, and might not be enter-able.

Building points are for obstacles that dont move, and have some hit-points that the monsters will target.

Anyway, Thoughts?

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v0rTeX

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Sounds good.
This could help the teamwork factor of any server go up quite a bit.

The only thing I wonder about is a bug I came across in a few DM maps that had vehicles. Maps like Backyard and BoomBoomBridge (the one that had cars) would tend to either generate a million errors in the logs, or when people should have ghosted when the car they were in was destroyed, they would get stuck in a 'dead' state, but they could still shoot monsters.

It could be that with all the recent changes in Ghost that this is fixed, but I don't know how well vehicle code works in a map without vehicle spawn points.

I'm looking forward to testing this class out.
TheDruidXpawX

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v0rTeX wrote:
would tend to either generate a million errors in the logs 


I'm not sure I can do anything about this one

v0rTeX wrote:
or when people should have ghosted when the car they were in was destroyed, they would get stuck in a 'dead' state, but they could still shoot monsters. 


I assume you're using the same car eject mutator we're using here.

Either we need to fix that mutator, or...

What I've got in mind is an ability that you can buy that ejects you from vehicles when they explode... something that only costs a few points and is available to everyone.

v0tTeX wrote:
It could be that with all the recent changes in Ghost that this is fixed, but I don't know how well vehicle code works in a map without vehicle spawn points. 


Since we wont be spawning the vehicle at a point, I think we'll be ok.

I think the bots could have a hard time doing much with the vehicles though.

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Szlat

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TheDruidXpawX wrote:
Anyway, Thoughts? 

Sounds great.
How about a skill one as well (Engineering degree?) that increases the accuracy of the sentinels?

And are you still going for the super link gun idea to allow engineers to heal vehicles/turrets/buildings faster?

TheDruidXpawX wrote:
Building points are for obstacles that dont move, and have some hit-points that the monsters will target.? 

I am not sure what you are planning for this one? Is it force fields or low walls and other sorts of barriers you are thinking of? Protection for the player?

What about things like traps e.g. proximity grenades

Should engineers have an 'armour drip' to match the health/adrenaline drip of the LW/LA? And should their super link gun be able to 'heal' the armour of other players, for small xp?

(Sorry, I keep making suggestions rather than sticking to the topic )
v0rTeX

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TheDruidXpawX wrote:

v0rTeX wrote:
or when people should have ghosted when the car they were in was destroyed, they would get stuck in a 'dead' state, but they could still shoot monsters. 


I assume you're using the same car eject mutator we're using here.
 


Actually it was a while ago when we last tried to use DM maps with vehicles in them so I wasn't using an eject mutator. And I just now am realizing thats why you use such a mutator. I didn't really put much thought into someone trying to ghost from a vehicle that normally wouldn't eject them to save their lives. I can see now how a vehicle wanting to declare you dead and ghost wanting to take over that it was probably what caused the trouble in the first place.
 
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