Monster set normally works normally... OUT of game-type specific "changes".
But... (I did not check version 613) original MonsterHunt v503 in StartMatch() will set Attitude to player
HATE (yeah, NaliRabbit is not ScriptedPawn anyway), doesn't matter map's setup,
Code: Select all
function StartMatch()
{
local ScriptedPawn S;
CountHunters();
foreach AllActors(class'ScriptedPawn', S)
{
if ( !S.IsA('Nali') && !S.IsA('Cow') && !S.IsA('NaliRabbit') )
S.AttitudeToPlayer=ATTITUDE_Hate; // You can forget your useless creativity about settings
}
super.StartMatch();
}
that's why it's always attacking
Player not Bot. Bot is capturing attention based on its own code which does a
CanSee() check which... clearly fails sometimes. If you think that it doesn't fail ever, check it yourself. I tested
LineOfSight,
CanSee,
PlayerCanSeeMe, I know results, maybe you will want to know them as well... Original tweak helps at some low skilled manta which has IGNORE as Attitude but later spawned Monsters are just dumb when difficulty is not set in run-line (is ZERO by default).
Aside, because of these flaws, a few years ago I wrote something different in that last MH2 which I was using - enforcing difficulty based on game settings not based on run-line, and... monster is not only put back against player but it's more aggressive and capable to "tell" to another nearby monster about player, that's why I won't replace my "craps" with said updates* and I'm not interested how "creative" is mapper trying to work against game-type rules. Rule was clearly pointed in original version "
Work with your teammates to hunt down the monsters!" and this is what I did, enforcing this rule and making things to work exactly on this way - as requested by default designed rule.
Back in Pawn stage (or continuing...) Any Non-Pawn actor can simulate a Monster until desired moment. I have never been attacked by a decoration.