I did not say nothing about C++ which was too complex even for EPIC and UTPG - Yeah, they have correctly failed here. I'm not gonna mention that I've asked how to setup a server for those mods/maps requiring DLL files for plain player which nobody has answered YET here. Can we quit going into OFF-topic now ? Already we know the risk of loading C++ content - it's really to powerful and not needed for simple things doable with UScript.nogardilaref wrote:Then why don't mappers just go ahead and do things in native C++ while they're at it?
MyLevel is EXACTLY for MAPPING did you get what I mean ? Not only for custom textures, sounds and music, is place for a HuntNode - exactly not only for colored walls and a new sort of instrumental mooing. Simple lines making a different Level is doable without to even know any PHP, Java, Phyton and any C++ or VisualBasic or any other "Ruin-My-Brain" damn thing with heavy control around OS used to run it. It's Mapping and scripting simple needs using a handy Script from EDITOR ONLY- THAT simple.
But if you feel great, light me with a MH map with a lot of programming stuff and a manual about How To setup a server for plain vanilla player containing such stuff. I'm that one who might go interested, is not place only for XC_Engine, I'm willing to check "NG_Engine" - if it would be done .
In Mean-time - tutorial perhaps will setup a light about monster "reset" by Shrimp - None fixes for SkaarjTrooper pawns - solutions embedded in map - yeah, doable, boundaries until DevPath goes retarded (no alarmpoint and no patrol from any kind), etc. with Movers, Counter, and those default borks which a mapper should not go trapped with them - I purposedly didn't say anything about Bot yet, explaining why in a simple phrase: Whoever need a MH with Bots, first wise move would be changing default's Bot core - that ass is not for MH.