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STOP HITTING YOURSELF!

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User avatar evilgrins
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Subject: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 00:18

I never really played Unreal1, so I don't know if it ever happened with that. What I do know is it does happen in ut99 fairly often.

Skaarj slashing at nothing and damaging themselves.

Image

I don't know what starts it but they keep doing it until they're dead. I don't know that I've seen any of the other monsters do this, just the Skaarj.

Both the Skaarj military and the Skaarj with the claws.

Thoughts?

User avatar Mister_Prophet
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 00:49

If I woke up looking that green I'd probably kill myself too.

It sounds like a bug to me. Unreal enemies generally do not self-terminate.

Maxer 64
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 01:17

This sounds like the farther away projectile thing. If you stand still, you end up damaging yourself. But I never seen this happen with melee. As for the keep on damaging self part. Well, im not a expert but I think it might half to do with hate on attack thing being on, thus, it thinks there is another pawn and starts damaging it's self. Also, you are near it which might explain why it started in the first place.
If you see this, I was a really dumb and stupid kid. Don't listen to the above.

User avatar Buff Skeleton
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 07:10

They're probably fighting an enemy that died but was not destroyed for whatever reason, which is still able to damage them, and they can see it, but they can't hit it since it isn't colliding anything anymore. I've seen it happen plenty of times and I can never figure out exactly what the cause is. Might be a respawning bot that sets them off or something.
Image

User avatar evilgrins
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 08:12

Noticed something else recently. The Skaarj hurting itself, in this case the gold one, is regarded by all other Skaarj as a threat. They start trying to kill it while it keeps trying to kill itself:
Image

User avatar []KAOS[]Casey
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 08:39

The skaarj damaging itself is because it SetEnemy to itself on a fall or a melee failed. This is a very old bug {and sorta easy to fix} but it's hilarious. I'm assuming those are skaarj berserkers?

User avatar evilgrins
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 09:46

[]KAOS[]Casey wrote:I'm assuming those are skaarj berserkers?

Nope. SkaarjLords.

UB_
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 10:00

Happens with all type of Skaarj (also Mercenaries). Saw it happen in some bad scripted sequences, sometimes it is caused by the gametype.
ImageImage

User avatar Buff Skeleton
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 17:13

[]KAOS[]Casey wrote:The skaarj damaging itself is because it SetEnemy to itself on a fall or a melee failed. This is a very old bug {and sorta easy to fix} but it's hilarious. I'm assuming those are skaarj berserkers?


Ooooh, care to point out the fix? I don't think I resolved this in EXUScriptedPawn yet. :)

[Edit] Actually I may have, assuming SetEnemy() is the function that needs it and if a "if( NewEnemy==Self || <etc> ) return;" is all it takes.
Image

User avatar Mister_Prophet
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 10 Jul 2012, 21:16

I've really never seen it before. Interesting.

User avatar []KAOS[]Casey
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Subject: Re: STOP HITTING YOURSELF!

Post Posted: 11 Jul 2012, 19:41

Waffnuffly wrote:
[]KAOS[]Casey wrote:The skaarj damaging itself is because it SetEnemy to itself on a fall or a melee failed. This is a very old bug {and sorta easy to fix} but it's hilarious. I'm assuming those are skaarj berserkers?


Ooooh, care to point out the fix? I don't think I resolved this in EXUScriptedPawn yet. :)

Easiest fix is here:
[spoiler]

Code: Select all

function bool MeleeDamageTarget (int hitdamage, Vector pushdir)
{
  local Vector HitLocation;
  local Vector HitNormal;
  local Actor HitActor;

  if ( (enemy != none) && (enemy.health > 0) &&  !enemy.bdeleteme )
  {
    target = enemy;
  }
  if (target == self || enemy==self )
  {
  log("target or enemy = self, going to state('waiting','begin')");
  gotostate('waiting','begin');
  }
  if ( (Pawn(Target) != None) && (Pawn(Target).Health > 0) &&  !Target.bDeleteMe )
  {
    if ( (VSize(Target.Location - Location) <= MeleeRange * 1.39999998 + Target.CollisionRadius + CollisionRadius) && ((Physics == 4) || (Physics == 3) || (Abs(Location.Z - Target.Location.Z) <= FMax(CollisionHeight,Target.CollisionHeight) + 0.5 * FMin(CollisionHeight,Target.CollisionHeight))) )
    {
      HitActor = Trace(HitLocation,HitNormal,Target.Location,Location,False);
      if ( HitActor != None )
      {
        return False;
      }
      Target.TakeDamage(hitdamage,self,HitLocation,pushdir,'hacked');
      return True;
    }
  }
  return False;
}
[/spoiler]


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