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Pawns see through Movers
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-10-16 16:35:15    Post subject: Reply with quote

Ok, apparently my heavy drinking* has caught up on me, for this is my THIRD attempt at posting a reply here - I seem to either have forgotten to hit the submit-button or the moderators here set me on unnotified read-only.

In any case, after doing a bit of offline testing yesterday I have to say that the differences in ScriptedPawn-behavior are tremendous when compared to online. Not only don't the ScriptedPawns see through doors, some also appear to deaf for I shot a Skaarj, then reoaded, the turned around only to see a second Skaarj standing not 10m away with his back to me - and NO, my FAL was NOT supressed.

I somehow have a feeling this problem exceeds my limited skills by far, so I guess I'll try to ask for ideas at BuF coding or Unreal section, but to be honest I don't have much hopes for both finding out the root of the problem and fixing it. I'll still try to find out, but to be honest I don't expect anything anytime soon - or at all.

* Firebird, disregard statement Wink
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"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-10-17 05:30:52    Post subject: Reply with quote

Sorry for the de-facto doublepost, but a thought occured (and that's a seldom enough event to require immediate action - if I don't forget to hit "submit" again that is Mr. Green).

What did I want to say? Right, is the problem also present without the MoreMonster mutator? I thought about the differences online and offline and it occured to me, that I didn't use MoreMonster offline - since without MoreMonster the ScriptedPawns in the level are more or less designed to be where they are that might cause a different behavior, perhaps..
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"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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