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PostPosted: Tue Feb 17, 2009 12:29 pm 
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First is the obvious one, make sure they are facing the player.

Next, you can increase the AI.

HearingThreshold: Increase this and they will react to noises quicker.
SightRadius: Self explanitory.

Another way is to add in bot support. Once monsters hear or kill a player, they sometimes follow pathnodes to help them find their way to the other players.

One more way is to modify their Orders (under Orders and Orders.)
Some examples or what to put in the Orders are: Waiting, Ambushing, Guarding or Patrolling. The Unreal Wiki page linked below describes these.


Check this Unreal Wiki page for many more details on making monsters smart. It describes the properties and what they all do.


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PostPosted: Tue Feb 17, 2009 12:36 pm 
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Tried all that. Nothing. Are you required to set a trigger for them to "wake up"? I thought a placed monster automatically hated a player as soon as they saw them.

Added after 1 minutes:

Rex perhaps I could send you the map and you could look at one of the monsters?

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PostPosted: Tue Feb 17, 2009 12:41 pm 
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No, monsters hate players by default. I don't think that setting is used at all for enemies. The only thing I can think of that uses triggered attitudes are the predators.

Yeah, you can send me the map. I can look it over a little later today.


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PostPosted: Tue Feb 17, 2009 1:20 pm 
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ok I'll PM you the location.

Here's something even better: I just put two behemoths side by side. One skinned differently, one stock. NO other changes. Dropped into the map and the stock one came right after me, while the skinned one stood still. I thought alright I'm nailing your ass down so I went into properties and checked every single default. No discrepancies aside from Skin and location (of course). This makes me think it may be something in scripted pawn that allocates monster AI by class name.

Rex, can I get around this by using patrol points or setting alarm tag the same on all the monsters?

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PostPosted: Tue Feb 17, 2009 2:12 pm 
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this all sounds rather complicated doubt ill ever understand this ^_^

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PostPosted: Tue Feb 17, 2009 2:55 pm 
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That is a tough one. It must be what you said, something changes their attitude if they are a custom class. I can't seem to find where in the code that happens, though.

I suggest just using stock monsters and changing their Skins. AmbushPoints may help some monsters, but I'm not sure about custom monsters.


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PostPosted: Tue Feb 17, 2009 3:47 pm 
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Just used triggered hate.

Tell the pawn to hate a player when it's "triggered" and make sure the player has to walk over that trigger.
I know it isn't a fix, but it's a walk around never the less.

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PostPosted: Tue Feb 17, 2009 4:12 pm 
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Me either Rex. I looked all through scriptedpawn (all 221 pages lol) but I can't see the failure. Thank you for the hack Ninja. I'll make that work.

Follow-up question: If I call a stock monster and change it's skin only without reclassing it, is that acceptable? I mean it will stay in mylevel as I want it to be without creating a custom class for it?

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PostPosted: Tue Feb 17, 2009 4:49 pm 
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Yep, it will keep whatever settings you change on it. (Aslong as it is placed in the map.)

The only reason you would want to make a subclass is if you were going to modify scripts, or if you wanted to use it in a CreatureFactory.


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PostPosted: Tue Feb 17, 2009 4:51 pm 
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Thanks for the hand-holding Rex. It's quite the opposite in 2004. If you want to alter a skin you must do a reclass. I simply assumed it was the same here.

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