thomas boltons incident

Phew thanks, I thought you may get ratty with me for being pushy. I’m only trying to help but pushiness can get irritating.

I’ve extended mine from UDKBot. My civilian bots were having problems with minor slopes. They’d stand vibrating in the up direction, wanting to go up. I was thinking stepHeight; tell them to find another node kind of solutions etc etc. But working on something unrelated I dropped in my only monster so far and it ran up down and all over. The monster also extends UDKBot, but the civilians’ Roaming code I’d heavily modified… er… I hadn’t actually understood States. Now I do - what a genius of ingenuity they are, lol(at myself). Realising that States are like mini .uc files led me immediately to fixed stacks of other problems, like breaking State WeaponReload - so the player isn’t stuck reloading when a monster’s charging - I added TryPutDown() to State Reloading and problem solved! The Civs problem was just that - added some movearound types of code into the Roaming State (after studying UTBot and other sources including your helpful source!) and off the bots went np.

Although with bots I had liked to think FindPathToward was the most useful and I kicked out MoveTowards but the bots just stood there. It’s a WIP - currently watching/reading tutorials on coding. Backwards method I guess - I have a go then learn what I need to make it work. I’d honestly like to be a copy paste coder but NOTHING is ever paste and run, because I want it the way I want it. Learning code has been my only option.

Your game has an atmosphere of menace. And love the helicopter drop beginning. Darn it<-I do not mean that puny word -reader has to imagine a decent expletive which sadly are censored! StunGun, I made one too but my electrical effect is more like that of UT3 vehicles’ EMP disabled.

As for lag in your game, you’re of course using Massive LOD? That gives absolutely massive frame boosts, no kidding. I don’t think UE4 has massive LOD yet.