Kill Monster map action - units aren't actually killed?

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Baak
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Post by Baak »

I'm using the "Kill Monster" map action for a "harmless" unit in multiplayer that I want killed off after a couple of minutes.

It works just great, *but* - the action doesn't kill off the unit! In other words, using "Kill Monster" on the unit and destroying the rest of the team does not result in a Player Eliminated, whereas using "Delete Monster" does.

Am I missing something here?

I tried doing a Kill Monster and a Delete Monster on the same unit and it promptly hung my Myth! Aieeee!

Help! I really like using the Kill Monster action because I can make the unit die in an interesting way using their hard death...
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iron
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Post by iron »

um ... you could always have a TUNI testing for zero units left, then activate an action that eliminates the team (I forget what the action is, but I know it exists).

If that doesn't work then instead of using Kill Monster have an invisible, detonates immediately projectile placed where the monster is, and make it appear at the appropriate time. It'd have no fx or sounds and would create enough damage to kill the unit. I think its Object Control that makes proj's visible - its been a long time since I've used Loathing.




Edited By iron on 1138094183
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Baak
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Post by Baak »

This sounds similar to another option I was toying with, namely just using "Delete Monster" and having an explosion triggered at the same time for the effect only.

It just seems very odd to me that "Kill Monster" would not actually kill/delete the monster but only give the effect of killing (i.e. soft/hard death) - isn't that kind of odd? :)

I'm not sure what the new "Kill Monster" would be useful for if it doesn't actually kill the monster?!? :)
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iron
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Post by iron »

It was actually written for fancy stuff in solos rather than netgames. There's a sequence of function calls that need to happen for Myth to consider a monster truly "dead", and I guess the Kill monster code doesn't activate them all.

If you used the projectile method you wouldn't need Delete Monster, as the projectile's detonation would do the killing.
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Post by Gleep »

Well I've gotten Kill Monster to work using a geometry filter on a projectile that my unit attacked with. So he would just click on a unit, and BAM, instant death. It was cool. It was a good attack to test a coop map with. :)
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Baak
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Post by Baak »

I have a strange feeling "Kill Monster" was meant for co-op maps and not multiplayer - is this correct?
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William Wallet
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Post by William Wallet »

"I tried doing a Kill Monster and a Delete Monster on the same unit and it promptly hung my Myth! Aieeee!"

Darn I was about to suggest that one.
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Baak
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Post by Baak »

Yeah WW - it was well hung! :;):

We're talking frozen solid - as in "have to unplug the PC" solid...

Managed to repeat it multiple times with 1.5.1c and the new 1.5.2 RC3...

So I think perhaps I'll have to try something else! :)
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Post by Myrd »

Hey, send me a test plugin where I can see that freeze.
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Baak
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Post by Baak »

Will do Myrd - I'll build the map plugin with just one mesh.

A little quick background:

On the map I have map a "Koth Equalizer" which is basically a group of harmless units from the teams that starts right by the flag, thus having it contested from the start. These units remain by the flag and cannot be damaged. At 90 seconds the "Kill Monsters" action kicks in.

Since it was not removing the units from the team (i.e. I could blow up the rest of my team and I was still alive even though the harmless center unit had been killed), I added the "Delete Monsters" action as well. It appears the combination of these two causes the freeze (this is why I've been asking if doing both is correct and why "Kill Monsters" alone doesn't delete the unit).

Now... I was using RDF 5.1 as a test to "bombard" the said unit with MASSIVE friendly fire to be sure they survived and to be sure nothing odd happened. The major freeze occurred while bombarding the unit as the map action kicked in. I will test this again without bombarding the unit and see if it still freezes.

I'll post the plugin for you tonight (I'm at work right now) - I'll PM you the URL.
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Baak
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Post by Baak »

Heh -- I managed to squeeze in a little test and discovered something rather interesting:

I ran it three times and did *not* attack the center unit (as I said I was doing this as a test to be sure they couldn't be destroyed early). It worked just fine with both "Kill Monsters" and "Delete Monsters" map actions.

BUT, when I attacked the center unit during the time the map action kicked it in froze solid. It appeared that the freeze occurred when a dorf grenade exploded at the position of the unit after they had already suffered the hard death of the Kill Monsters action. No idea if it was before or after the Delete Monsters action kicked in.

I will try one more test now by separating the Delete Monsters action to a separate line and see if that doesn't alter things...
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Post by Doobie »

does the game freeze during replay of the film too?
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Baak
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Post by Baak »

Good question!

No it doesn't freeze BUT the units *never move from start* when watching the film!

Is that not a wee bit odd?
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Baak
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Post by Baak »

Ok - I've uploaded a zip that includes the test plugin and the most recent film. Watch the film and you'll notice the units never leave home! Very odd.

Note that in order to recreate the problem you must move your Dwarves from start to the center *immediately* since the center unit will blow up at 1:30 on the KotH clock.

I'm sending both of you - Myrd and Doobie - a PM with the link for the map/film. You can PM me from there if needed.
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Post by Myrd »

The reason you don't see it in the film, is normal myth doesn't flush stuff immediately to the film as it happens, it only does it periodically (and since its not visible in the film, it means it hadn't done it before the freeze took place).
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