Wacky Warlord

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Wacky Warlord

New postby evilgrins » Fri Jun 02, 2017 4:23 pm

Just to be clear, this is a perfecty normal Warlord:
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Other than skinning it and changing its projectiles, this is not a special version of the thing but the original Warlord monster.

Warlord's are somewhat annoying when skinning because without special preparation, when they die they revert to their original skin. Titans don't do that, neither do Queens; there's a few others. To fix this you've gotta set the thing up with a different corpse texture, which I sort of know how to do...

...but I'd rather not.

I found a way around that. Warlord's have a little used feature built into them (you may know about this if you played Unreal1) where just before they die they teleport out. They reach over to their gauntlet, flip a switch, and they're gone.

Of course with any so simple a thing, there's room for the unpredictable.

Not all the time, but frequently instead of teleporting out... the moment it flips that switch it goes from 40 health back up to 1,000 health:
Image

HOW THE HELL IS IT DOING THAT?!?

Did anybody know it can do this?
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Skaarj are superior to Predators but it's harder to find pics of them
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Re: Wacky Warlord

New postby Fuzz_Ball » Sat Jun 03, 2017 7:25 pm

Yeah, I've seen them chicken out at the last second but never looked into why only some maps have them do that.
I always thought it was a different warlord or some setting somewhere.
Let me know what you find.
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Re: Wacky Warlord

New postby evilgrins » Mon Jun 05, 2017 11:01 pm

Fuzz_Ball wrote:Let me know what you find.

According to Leo TCK (Newbie's Playground Forum) it's built into Warlords from WAY back in Unreal1, on the offchance they run into owerpowered weapons they can increase their chances of surviving long enough to win.

There's also this from the official UT forum:
exo7341 wrote:
It's in his dying function:

Code: Select all
function Died(pawn Killer, name damageType, vector HitLocation)
{
if ( bTeleportWhenHurt )
{
Health = 1000;
PlayAnim('Teleport');
GotoState('Teleporting');
}
else
Super.Died(Killer, damageType, HitLocation);
}


He has editable bool "bTeleportWhenHurt" - which (if set to true) prevents normal dying...
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