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Hot Topic (More than 10 Replies) Squid is broken (Read 1743 times)
Leo T_C_K
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Squid is broken
May 24th, 2016 at 12:52pm
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Squid doesn't release its ink anymore at all. Happens in 227j too...this was pointed out to me by someone else though. There was another thing I can't remember now.
  

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Smirftsch
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Re: Squid is broken
Reply #1 - May 24th, 2016 at 12:53pm
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I am not sure what this means, can you elaborate?
  

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Leo T_C_K
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Re: Squid is broken
Reply #2 - May 24th, 2016 at 12:55pm
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Smirftsch wrote on May 24th, 2016 at 12:53pm:
I am not sure what this means, can you elaborate?

The squid releases an ink into the water when its damaged enough/fears the player. he backs off and releases the ink. This doesn't happen at least since 227i...
  

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Masterkent
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Re: Squid is broken
Reply #3 - May 24th, 2016 at 7:12pm
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Squid spawns a BigBlackSmoke which is immediately destroyed underwater because someone added

Code
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	if (Region.Zone.bWaterZone)
		Destroy(); 


in class SpriteSmokePuff (the direct base class of BigBlackSmoke):

Code
Select All
simulated function PostBeginPlay()
{
	if (Region.Zone.bWaterZone)
		Destroy();
	Velocity = Vect(0,0,1)*RisingRate;
	Texture = SSPrites[int(FRand()*NumSets*0.97)];
	if (Texture == None) Texture = Texture'S_Actor';
} 


and obvisouly overlooked the given case when a "smoke" must be able to exist underwater.
  
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Dr.Flay™
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Re: Squid is broken
Reply #4 - May 25th, 2016 at 1:47pm
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I have never seen them release ink clouds in any version of Unreal or UT !
  
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Leo T_C_K
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Re: Squid is broken
Reply #5 - May 25th, 2016 at 2:34pm
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Dr.Flay™ wrote on May 25th, 2016 at 1:47pm:
I have never seen them release ink clouds in any version of Unreal or UT !

because you didn't wait long enough or play around with them! Kids and dogs love to play with squids on their gardens! They tend to swirl and bounce around like mad too. And they release that ink when agitated enough...
  

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Hellkeeper
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Re: Squid is broken
Reply #6 - May 25th, 2016 at 3:54pm
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Leo T_C_K wrote on May 25th, 2016 at 2:34pm:
And they release that ink when agitated enough...



THAT REMINDS ME OF SOMETHING
  

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Leo T_C_K
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Re: Squid is broken
Reply #7 - May 25th, 2016 at 4:28pm
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Hellkeeper wrote on May 25th, 2016 at 3:54pm:
Leo T_C_K wrote on May 25th, 2016 at 2:34pm:
And they release that ink when agitated enough...



THAT REMINDS ME OF SOMETHING

Of what?
  

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Smirftsch
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Re: Squid is broken
Reply #8 - May 26th, 2016 at 10:12am
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Masterkent wrote on May 24th, 2016 at 7:12pm:
Squid spawns a BigBlackSmoke which is immediately destroyed underwater because someone added

Code
Select All
	if (Region.Zone.bWaterZone)
		Destroy(); 


in class SpriteSmokePuff (the direct base class of BigBlackSmoke):

Code
Select All
simulated function PostBeginPlay()
{
	if (Region.Zone.bWaterZone)
		Destroy();
	Velocity = Vect(0,0,1)*RisingRate;
	Texture = SSPrites[int(FRand()*NumSets*0.97)];
	if (Texture == None) Texture = Texture'S_Actor';
} 


and obvisouly overlooked the given case when a "smoke" must be able to exist underwater.


guess that "someone" would be me then. I remember adding this because of an other nasty glitch in some map with smoke underwater but didn't consider squid actually releases smoke,not ink...
  

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Hyper
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Re: Squid is broken
Reply #9 - May 26th, 2016 at 3:00pm
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I never realized that squids could smoke underwater.
  

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FXANBSS™
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Re: Squid is broken
Reply #10 - May 29th, 2016 at 5:41pm
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...Seriously? You guys didn't know that the squid releases ink?

I've played like lots of maps which had tons of squids in MonsterHunt (UT), when i was a little kid.

Well, it's ok, i like to play with monsters... Now i can control their AI... Hehe.
  
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Smirftsch
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Re: Squid is broken
Reply #11 - Jun 3rd, 2016 at 2:14pm
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I'm not willing to add yet another workaround due to some custom map glitch and removed this check again.
  

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Masterkent
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Re: Squid is broken
Reply #12 - Jun 5th, 2016 at 8:51am
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Smirftsch wrote on Jun 3rd, 2016 at 2:14pm:
I'm not willing to add yet another workaround due to some custom map glitch and removed this check again.

The standard classes may spawn smoke underwater too. For example, such weapons as Automag, Minigun, Rifle, and CARifle spawn SpriteSmokePuff (when a bullet is supposed to hit a wall) independently of bWaterZone. Besides, SmokeColumn (which can be spawned by a KraalBolt) is not covered by the given check, because it's not a subclass of SpriteSmokePuff. I think that the check inside SpriteSmokePuff should be removed, but similar checks should be added to some classes that could spawn smoke effects in water zones. And, BTW, I don't see reasons to disallow presence of a WallHitEffect (which is inherited from SpriteSmokePuff) in a fluid.

Another strange change was made in UnrealI.FlakShell:

226b:
Code
Select All
	function Explode(vector HitLocation, vector HitNormal)
	{
		local vector start;

		HurtRadius(damage, 150, 'exploded', MomentumTransfer, HitLocation);
		start = Location + 10 * HitNormal;
 		Spawn( class'FlameExplosion',,,Start);
		Spawn(class 'MasterChunk',,,Start);
		Spawn( class 'Chunk2',, '', Start);
		Spawn( class 'Chunk3',, '', Start);
		Spawn( class 'Chunk4',, '', Start);
		Spawn( class 'Chunk1',, '', Start);
		Spawn( class 'Chunk2',, '', Start);
 		Destroy();
	} 


227i/j:
Code
Select All
function Explode(vector HitLocation, vector HitNormal)
{
	local vector start;

	HurtRadiusProj(damage, 150, 'exploded', MomentumTransfer, HitLocation);
	start = Location + 10 * HitNormal;
	if (Region.Zone.bWaterZone)
	{
		Spawn( class'Bubble',,,Start);
		PlaySound (Class'FlameExplosion'.Default.EffectSound1,,3.0);//missing from flameexplosion
	}
	else Spawn( class'FlameExplosion',,,Start);
	Spawn( class 'MasterChunk',,,Start);
	Spawn( class 'Chunk2',,, Start);
	Spawn( class 'Chunk3',,, Start);
	Spawn( class 'Chunk4',,, Start);
	Spawn( class 'Chunk1',,, Start);
	Spawn( class 'Chunk2',,, Start);

	Destroy();
} 


Why is spawning a FlameExplosion suppressed in water zones? Note that there is no such a suppression for the projectiles of Eightball, CARifle, RocketLauncher, GrenadeLauncher, and for GasbagBelch.
  
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Smirftsch
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Re: Squid is broken
Reply #13 - Jun 5th, 2016 at 8:59am
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I think the idea of all this should be obvious, water is not exactly the zone in which flames appear usually, although surely possible in some ways.
Smoke however makes no sense at all underwater, in sense of smoke at least not ink.
  

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Masterkent
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Re: Squid is broken
Reply #14 - Jun 5th, 2016 at 10:29am
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Smirftsch wrote on Jun 5th, 2016 at 8:59am:
I think the idea of all this should be obvious, water is not exactly the zone in which flames appear usually, although surely possible in some ways.

And an explosion is one of such cases when a fire can appear underwater.

Quote:
Smoke however makes no sense at all underwater, in sense of smoke at least not ink.

In general, only the spawner can decide what the spawned "cloud" is supposed to be - a smoke, an ink, a turbid water, etc. So, the spawner should be responsible for checking bWaterZone when such a check is necessary.
  
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