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Info, trivia and stuff about the Pawns

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar editor Dave
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 18 Nov 2011, 18:48

Nice information. I'm going to read it more carefully, when I find the time.
Maybe you could add the parts to the description of the monsters on the main page...?
The Unforchers will come again soon...

User avatar UBerserker
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 18 Nov 2011, 21:44

Getting stuff on the main page is quite time-consuming and sometimes troublesome. And I can't do that.

UPDATE
  • Added new info about SKILL LEVELS in the General Facts.
  • Confirmed DrawScale changes in the General Facts.
  • Two new entries in the General Facts.
  • New entries in the Mercenary/Krall sections. It's about God Mode shield and an unique thing about the Spear Toss.
  • Added notes about the MakeNaliFriendly actor in the Nali section.
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User avatar UBerserker
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 07 Jan 2012, 15:44

Is high Hearing Threshold value bad or good for the creature?
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redeye
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 13 Jan 2012, 08:48

A low threshold they hear better
Just ban everyone

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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 14 Jan 2012, 00:22

Apparently what you said is true. It was written even in an old Epic doc.
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 22 Jan 2012, 00:07

That was always a confusing variable. I remember I used to put it up for some pawns and was mystified when the results seemed less than alert.
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 28 Mar 2012, 04:58

I have a question regarding the Brutes bTurret setting.

Does that actually work if you set it to True and put a Brute in a map?
(Not a mapper....)

In my testing, either adding brutes to map via a mutator with that set True, or
by summoning them after setting the value true via console command, they just
ignore it completely. (It might be making them stand still until they engage another
actor in some way, but then they just start walking around....)

Workaround I found: if you set groundspeed = 0, they basically become turrets.
*Unless you actually bump into them. Then they wake up.

Code: Select all

if (bTurret) groundspeed = 0;

Probably another setting or 2 you could set so they stop trying various animations, ignore
bump, and only shoot, but I haven't yet looked into what they might be.
Mooo !

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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 14 Apr 2012, 01:47

Well, Will. To me it sounds pretty obvious: the higher the threshold, the louder the sound must be to get noticed. Threshold is sort of a barrier a sound needs to "jump over" just like a real threshold is something you need to step over to enter or exit a house. So -- the higher you set the value to, the louder the sounds must be for a creature to hear them and react to them.
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I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.

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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 03 May 2012, 06:45

In regards to Mercenaries, they also get an infinite shield when they're in a pain zone, and sometimes renew the shield while taking damage while shielded (So they're shielded, then take damage and reshield thus adding time to the shield. They don't do it a lot, but when they do they sometimes chain it up to an insane degree lasting minutes)

It's a problem that pops up a lot in MH, a Mercenary (god forbid, one tied to a trigger) falls in a lava/acid/etc. pit and can't be killed.

Code: Select all

      if ( bHasInvulnerableShield && Region.Zone.bPainZone && (Region.Zone.DamagePerSec > 0) )
         BecomeInvulnerable();
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Code: Select all

(11:32:26) Shivaxi: i love fat girls

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(03:01:24 PM) <+All_Rights_Reserved> i'm not masturbating

User avatar UBerserker
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 03 May 2012, 18:40

I'm pretty sure I had the bug of the invulnerable Merc in the ONP volcano map, the Mercenary fell in the lava pit and was stuck in limbo forever.
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User avatar Buff Skeleton
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 03 May 2012, 19:36

Haha, that's hilarious. I imagine it was designed to be used as a way for Mercs to attack you by crossing small damage zones unscathed, but there was no failsafe (like a maximum invulnerability time variable) to ensure they will eventually die in lava.
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 06 Feb 2013, 13:53

Added some tidbits about the Mercenaries' god mode (Pain Zone bonus, and the 100+ damage thing which turns the shield off).
Wonder if there's anything more now.
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User avatar Mister_Prophet
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 07 Feb 2013, 03:29

I'm glad to have it here for quick reference, as it's always good to have something like this handy.
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User avatar UBerserker
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 24 Mar 2013, 13:54

Added at the end of the general section a note about TransientSound properties, after Leo told me about those.
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User avatar Nalisavior
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Subject: Re: Info, trivia and stuff about the Pawns

Post Posted: 02 Apr 2013, 03:17

Wow, Great enemy guide Uberserker, Very comprehensive...

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