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 Team Monster Hunt revision 
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Joined: Tue Sep 22, 2009 10:09 pm
Posts: 33
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Or how about this:
Everyone starts at the same spot on the same map but each person or team has to kill
there own monsters.
So if you're on the red team lets say you only have to kill red monsters.
Each person or team would have the same amount of monster to kill plus you're on the clock.

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Sat Oct 25, 2008 7:48 am
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Joined: Mon Oct 27, 2008 3:51 pm
Posts: 188
Location: London
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If you're doing this, Take the time to fix the most annoying bug of them all. The HuntCamera bot collision bug.

It's a bug that is simple to explain with "during a cutscene the collision of both Bots and Players is removed, players regain their collision but bots end up in ghost mode, walking through projectiles monsters and movers alike" If you can do it, Please fix it.

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Alucard supports derideal


Tue Oct 28, 2008 4:47 am
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Joined: Mon Aug 11, 2008 10:44 am
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Location: Coos Bay Oregon
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The simple answer is to not use cutscenes or cinematics on an online map.

This should be pretty easy to patch I'd think. Someone just forgot to reset the PRI default for the bots when the scene ends.


Tue Oct 28, 2008 5:25 am
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Joined: Tue Apr 29, 2008 12:09 pm
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Location: France
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Would it be a small patch that mappers could include in their zip, or would it be a new TeamMH.u file?


Wed Oct 29, 2008 1:06 pm
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Location: Coos Bay Oregon
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Most likely a mod that skips cinematics. I'm not sure how to do it, but I know it can be done. Mappers that are dead set on including cinematics should release a non-cine version for servers.


Wed Oct 29, 2008 8:18 pm
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Joined: Mon Oct 27, 2008 3:51 pm
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Location: London
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Really it's the OFFLINE cinematics that give problems.. Not the online.

the troubles I've seen so far only affect bots.

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Thu Oct 30, 2008 5:50 am
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Joined: Tue Sep 22, 2009 10:09 pm
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No takers, thinkers or makers.
Oh well, just an idea. :meh:

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Fri Oct 31, 2008 9:23 pm
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Location: Coos Bay Oregon
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I'm on board with you MEAT, I'm just a bit extended at the mo. If you want to table it until the map contest is over, I'd be glad to take it up then and see where we could go with it.


Fri Oct 31, 2008 9:28 pm
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Joined: Tue Sep 22, 2009 10:09 pm
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It just might bring some excitement and a twist to the current MH that's out there now.
I was mainly throwing out an idea to see if anyone thought it was of interest.

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Sun Nov 02, 2008 9:00 pm
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Location: Coos Bay Oregon
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There really are several avenues I think could be explored. I'd like to consider coding an encompassing actor class that is a "spawn through" for different monster classes. This would allow you to make a map, add the spawnpoints for the creatures, then control them via an external file (like an ini). This would give you much more control of things and even allow maps to become reactive to internal influences. For instance if a group is doing too well, it could be set to spawn more/stronger monsters on the latter spawns to make it tougher.

I think that if you really want to move MH and it's family forward, it's going to start by going back to the basics and adding some more flexibility in the maps. That's one major drawback that needs addressed: the maps are boring once you have played them. They need the ability to change in some fashion to be less predictable or more competative.


Sun Nov 02, 2008 9:10 pm
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