Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

HordeTown
Elko 26. juni 2014 kl. 4:29
Making the Kismet usable
Since the last update to Horde Town occurred relatively long ago (still version 0.41), I started to use the Kismet for my own map. For anybody who wants to do this and for the creator to improve it, I post the bugs here in some detail which I noticed so far in the Horde Town Kismet:

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Bug:
All alive bots are marked sometimes after the first kill (only the last 3 bots should be marked).

Problem:
The "BotDeath" Remote event triggers the calculation of the bots which are left in the wave. The result is stored in a variable and is used to check if the remaining bots should be marked (if the value falls below 3). However, the check to mark bots occurs sometimes before the variable is calculated because both, the check and the variable calculation, are triggered independently by the same 'BotDeath' event. Because the default value is 0 of the variable, all bots are marked.

Fix:
In the 'hudmarkers for final 3 bots' section set the 'CompleteWave' event link with 1.1 delay and the 'BotDeath' event link with 1.0 delay.

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Bug:
The last enemy of a wave doesn't spawn if no enemy was killed and all enemies (but one) are spawned.

Cause:
-the maximum number of (alive) enemies is below the amount of enemies to kill
-so no enemy can spawn anymore unless some are killed
-a loop tries to spawn a bot each second
-this loop however is terminated when the waveboss is supposed to be spawned
-this spawn event is fired when all enemies but 1 which are required to be killed in this wave are already spawned (so he spawns as the last enemy)
-The waveboss spawn event breaks the spawn-loop (because he should be the last enemy for this wave) but does not get spawned because the maximum amount of alive enemies is already reached

Fix:
Since the waveboss spawns once at the end of each wave make him spawn regardless of the current amount of alive bots by removing the first gate after the "BotSpawnBoss" Event.

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Bug:
Purchase boxes activate 2 times when just using it once when you have enough score to buy the item twice. Even when you go near an other purchase box you will buy the other item again.

Workaround:
Test the distance between the player who activates the event and the box. Give back score if too far away. Only works if purchase boxes are placed with a distance to each other.

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The Kismet section to mark the last 3 Enemies with a HUD uses instigator on Remote Event "BotDeath" but the instigator is not set when the event is activated.
So the Marker might not be correctly removed when a bot is killed.
The instigator can just be set each time when the 'Death' event activates the remote event 'BotDeath'.
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The "Playersspawned" variable is not calculated correctly because it is only subtracted from 0 but it is used several times for difficulty scaling.

Sidst redigeret af Elko; 29. juni 2014 kl. 23:13