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		<title><![CDATA[Latest posts for the topic "RPGNali"]]></title>
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				<title>RPGNali</title>
				<description><![CDATA[ I checked in a new monster to DCMonsters. I've been fiddling with it all morning, and cant get it to work yet, and thought maybe some more eyes would see something obvious.

I'm trying to make the nali have a random chance of spawning with a valid RPG weapon, with the same chances as everyone else for the modifiers. Also, if the weapon is actually enhanced, I'm trying to get them to drop it. So far... not so good :P

Dru]]></description>
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				<pubDate><![CDATA[Sat, 13 Jan 2007 13:50:55]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Excellent idea.

Try adding a line
RPGWeapon.Generate(None);
just before the SetModifiedWeapon]]></description>
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				<pubDate><![CDATA[Sun, 14 Jan 2007 14:31:22]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ A word of caution however. 
When I was doing the IceKrall and PoisonPupae, which effectively have freezing and poison weapons, I found that the standard RPGWeapon settings were just too tough. To freeze someone for 6 secs in the middle of battle was just too severe, so I had to knock it back to just a 2 second freeze. Likewise I had to limit the poison effect, although that perhaps could be upped a bit.
So, it may be you will need to nerf the RPGNali weapons slightly. Perhaps just set the weapon to the lowest positive modifier it can be? Unfortunately, this then limits the weapon's usefulness to players picking it up.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jan 2007 01:10:08]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>A word of caution however......&nbsp;
		</blockquote>Just my luck - first time giving it a try I get taken out by a Nali with a Vorpal Shield gun!

We might need a separate list of RPG Weapon types that Nalis can have, as I am not sure any instagib type is on?]]></description>
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				<pubDate><![CDATA[Mon, 15 Jan 2007 01:24:22]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ You probably need to set
bNoThrowWeapon=false;
in order to get the Nalis to throw the weapons.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jan 2007 01:35:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Oh, I have just been creating a slightly redder RazorFly skin for my VampireGnat.

While I was there, I knocked up a green-cyan coloured Nali skin. If you want to try it out for your RPGNali let me know and I'll stick it in cvs later.

EDIT: I have updated the DCMonsters.utx in cvs with the VampireGnat, RPGNali and PoisonQueen textures. I have edited the RPGNali class to use the appropriate skin. This was just because I was updating the DCMonsters.utx file already. If you don't want to use the RPGNali skin, or want it to be different, that is fine - modify or delete it as you feel fit. Just trying to help.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jan 2007 06:44:33]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Just my luck - first time giving it a try I get taken out by a Nali with a Vorpal Shield gun!&nbsp;
		</blockquote>

Heh, that's almost exactly what I had in mind >:)]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 08:35:10]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote> Just trying to help.&nbsp;
		</blockquote>

I think that we have to rename the file just like we rename the package when rolling a new version.

I haven't done that before with textures though, so I may be off my rocker..]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 08:36:41]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ BTW: I'm planning to wholesale replace the existing Nali with the RPG version, so I'm not sure we need to differentiate with a different skin. (This of course comes without looking at the new skin)]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 08:39:13]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote> Just trying to help.&nbsp;
		</blockquote>

I think that we have to rename the file just like we rename the package when rolling a new version.&nbsp;
		</blockquote>I think you are right.]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 08:51:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>BTW: I'm planning to wholesale replace the existing Nali with the RPG version, so I'm not sure we need to differentiate with a different skin. (This of course comes without looking at the new skin)&nbsp;
		</blockquote>The original skin is better than my new skin - mine was merely to differentiate the two. If you are not using both, then I agree it is not necessary.
However, later on someone else out in the world may want both? 

If you like I could convert it to be not-so-obviously different, and just make it slightly differently to the existing nali skin.]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 08:55:04]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>However, later on someone else out in the world may want both? &nbsp;
		</blockquote>

I say "Meh"

Let em subclass it and give the Nali their own skin. Besides, The weapons should be showing their shaders, so hopefuly it's obvious that they're an RPG nali >:)

Thanks for the fix on them by the way. I couldn't figure out what I was missing.]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2007 14:24:38]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Mmmm. The shaders aren't always obvious, particularly as you are normally staring down the barrel as they run towards you.
I have put a second skin in anyway - same as the original nali skin except red eyes instead of yellow, and green warpaint instead of red. So, virtually the same, but not quite.
Try them both out since they are there. If you are not interested, I will delete.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jan 2007 16:35:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Thought on Nali and Weapons:

Not that they'd live that long, but perhaps Nali could need some resupply?]]></description>
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				<pubDate><![CDATA[Thu, 18 Jan 2007 06:11:49]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ I don't think they use ammo.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jan 2007 07:55:26]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Been a while since I digged through code.  If it turns out they don't, then it's no big deal (as long as there's "ammo" in the weapon when it's dropped).]]></description>
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				<pubDate><![CDATA[Thu, 18 Jan 2007 08:12:29]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check?]]></description>
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				<pubDate><![CDATA[Thu, 18 Jan 2007 08:50:12]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I don't think they use ammo.&nbsp;
		</blockquote>

I'm pretty sure they ignore the ammo count or add to it on their own. I'm thinking back to the deemer nalis and they seemed to have as many deemers as they could fire before they blew themselves up.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jan 2007 15:24:53]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check?&nbsp;
		</blockquote>

I don't think that's the case. In the past when we've had the nali throw their weapons, players could pick them up, but they weren't infinite.

What I think happens, is that the "Weapon" isn't actually used at all. I believe the ammo class is simply loaded into the Nali..]]></description>
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				<pubDate><![CDATA[Sun, 21 Jan 2007 19:22:11]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ I think they're working but they aren't showing the shaders on the weapons... I need to trigger something to activate those...]]></description>
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				<pubDate><![CDATA[Sun, 21 Jan 2007 21:58:55]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check?&nbsp;
		</blockquote>

I don't think that's the case. In the past when we've had the nali throw their weapons, players could pick them up, but they weren't infinite.

What I think happens, is that the "Weapon" isn't actually used at all. I believe the ammo class is simply loaded into the Nali..&nbsp;
		</blockquote>I did a few tests today, and all of the weapons I picked up from RPGNali have used up ammo. So, it looks ok.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jan 2007 06:16:12]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ I have been doing some tests recently mixing different types of monsters together to sort out wave configs, and have been testing using bots.

I seem to be getting quite a few crashes - almost every other wave. I haven't managed to pin it down yet. Configuring out the RPGNali seems to help a lot. Limited tests to date, but initial indications are it crashes with RPGNali, and doesn't without.

Whether this is a problem with the RPGNalis, or with the bots picking up the weapons, or just co-incidence, I don't know. More tests required.

Certainly one set of crashes seems to indicate a problem with RW_Vampire. Whether this was bots using them or Nalis I don't know.

I'll see if I can get some more information together. It might all be down to my system setup - wouldn't be the first time.

For the moment, I am just raising a 'possible problem' flag.]]></description>
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				<pubDate><![CDATA[Fri, 26 Jan 2007 01:19:45]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Yep, it looks like it's the RPGNali doing it. 
It might not crash on Druid's server, as the config is slightly different. 
But I suspect it will. :(
The last error I got was
Critical: UObjectProperty::CleanupDestroyed
Critical: (ObjectProperty Engine.Weapon.FireMode)
Critical: UStruct::CleanupDestroyed
Critical: (Class DruidsRPGcvs.RW_EnhancedEnergy)
Critical: CleanupRefs
Critical: ULevel::CleanupDestroyed
Critical: ULevel::Tick
But I have also had errors with RW_Rage and RW_Vampire

Plus a Nali with an EnhancedInfinity always generates loads of 
Warning: RW_EnhancedInfinity DM-CBP2-Archipelago.RW_EnhancedInfinity (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'
errors.
]]></description>
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				<pubDate><![CDATA[Fri, 26 Jan 2007 15:24:00]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Weird... I wonder what's causing the crash... hrm...]]></description>
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				<pubDate><![CDATA[Sat, 27 Jan 2007 11:11:41]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ Yup, if I use them, they crash the server. I cant see what's wrong with them though. Do you know what you were doing when they crashed you Szlat?
]]></description>
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				<pubDate><![CDATA[Sun, 25 Feb 2007 10:10:15]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Yup, if I use them, they crash the server. I cant see what's wrong with them though. Do you know what you were doing when they crashed you Szlat?
&nbsp;
		</blockquote>No sorry. Much too long ago for my memory :(
When I played with bots, it was difficult to pick up any pattern. 

So I seem to remember testing with WaveMaxMonsters set to something like 2, and just myself playing to get a better idea of what was happening.
I have a feeling it was not to do with me picking up and using a weapon. I think it was to do with dropped weapons. I have a very vague feeling it was not the dropping of the weapons, but their destruction so many seconds later if not picked up that was causing it. But I couldn't say for certain.

A few posts higher, I noted what was in my log file. Function is CleanUpDestroyed (whatever that is). The property mentioned is Engine.Weapon.FireMode. I notice that the RPGWeapon class has some specific clearup code for setting the firemode to None in DestroyModifiedWeapon. Could that be related?
Could somehow the Nali original weapon be destroyed before the RPGWeapon? I notice Monster.uc destroys MyAmmo when it gets destroyed. Would this do it? 
Just some ideas. Sorry I can't test in more detail at the moment.]]></description>
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				<pubDate><![CDATA[Mon, 26 Feb 2007 06:25:37]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:RPGNali</title>
				<description><![CDATA[ As a test, it may be worth stopping the RPGNali dropping all weapons, and see if you still get crashes.
If it stops the crashes, then we could go live with them as such until we get time to sort out the dropped weapon problems.]]></description>
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				<pubDate><![CDATA[Tue, 6 Mar 2007 03:21:12]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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