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Minigun issue(227_23)
Posted: Thu Mar 11, 2010 8:13 am
by Leo T_C_K
Alright, I noticed that for some reason minigun has a fake bhidden suplicate thingy just like dispersionpistol for some reason, but that's now aht this issue is about, just that I would like to know why it is there.
The issue I am having is that obviously when for example marines spawn and they have assigned minigun, this happens (even after the beam is wearing off), it doesn't have any skin:
It happens if there is minigun assigned to marinewaveinfos.
This is in 45hightown map from redeem your space mappack btw.
Doesn't happen in usual Unreal versions, not even 227f.
Re: Minigun issue(227_23)
Posted: Thu Mar 11, 2010 8:33 am
by Leo T_C_K
It is not only minigun it seems. About all weapons gets messed up like that.
This is the script respoonsible for it:
Code: Select all
state BeamingIn
{
ignores TakeDamage, Bump, SeePlayer;
function BeginState()
{
local UPakShieldEffect UPSE;
Mass = 20000;
Fatness = 5;
Land = default.Land;
LandGrunt = default.LandGrunt;
bHidden = false;
LoopAnim( 'Breath2l', 0.3 );
// Style = STY_Translucent;
// bMeshEnviroMap = True;
// Texture = Texture'CloakTexture';
// Skin = Texture'CloakTexture';
// ScaleGlow = 0.01;
// Fatness = 250;
Style = STY_Translucent;
ScaleGlow = 0.0;
PlaySound( sound'CloakOff' );
BeamEffect = Spawn( class'UPakShieldEffect', Self,, Location, Rotation );
BeamEffect.Mesh = Mesh;
BeamEffect.DrawScale = DrawScale;
// if( Weapon != none )
// {
// UPSE = Spawn( class'UPakShieldEffect', Weapon,, Weapon.Location, Weapon.Rotation );
// }
if( Weapon != none )
{
Weapon.Style = STY_Translucent;
Weapon.bMeshEnviroMap = true;
Weapon.Texture = Texture'ryspak.beamtexture';
Weapon.ScaleGlow = 0.01;
Weapon.Fatness = 250;
}
SetTimer( 3.5, False );
}
function Tick( float DeltaTime )
{
// if( ScaleGlow < 1.5 )
// {
// ScaleGlow += 0.01;
if( Weapon != none && Weapon.ScaleGlow < 1.5 )
{
Weapon.ScaleGlow += 0.001;
}
else
{
Weapon.Style = STY_Normal;
Weapon.bMeshEnviroMap = false;
Weapon.ScaleGlow = Weapon.Default.ScaleGlow;
Weapon.Texture = Weapon.Default.Texture;
Weapon.Fatness = Weapon.Default.Fatness;
}
if( bHidden )
{
bHidden = false;
Weapon.bHidden = false;
}
else
if( FRand() < 0.2 && !bHidden )
{
bHidden = true;
Weapon.bHidden = true;
}
// if( Fatness > Default.Fatness )
// {
// Fatness -= 10;
if( Weapon != none && Weapon.Fatness > Weapon.Default.Fatness )
{
Weapon.Fatness -= 10;
}
// }
//}
if( Fatness < 128 )
{
Fatness++;
}
}
function Timer()
{
BeamEffect.GotoState( 'OwnerFadeIn' );
// bHidden = false;
// Disable( 'Tick' );
// Style = STY_Normal;
bHidden = false;
bMeshEnviroMap = False;
// Texture = Default.Texture;
// Skin = Default.Skin;
// ScaleGlow = Default.ScaleGlow;
// Fatness = Default.Fatness;
// if( Weapon != none )
// {
// Weapon.Style = STY_Normal;
// Weapon.bMeshEnviroMap = false;
// Weapon.Texture = Weapon.Default.Texture;
// Weapon.Scaleglow = Weapon.Default.ScaleGlow;
// Weapon.Fatness = Weapon.Default.Fatness;
// }
}
Begin:
if( Enemy != none )
{
TurnToward( Enemy );
}
else
{
TurnToward( MarineBeamController.GetPlayerPawn() );
// Enemy = MarineBeamController.GetPlayerPawn();
}
sleep( 5.5 );
bHidden = false;
Style=STY_Normal;
Weapon.Texture = Weapon.Default.Texture;
Weapon.ScaleGlow = Weapon.Default.ScaleGlow;
Mass = Default.Mass;
Weapon.Fatness = Weapon.Default.Fatness;
Weapon.bMeshEnviroMap = false;
Weapon.Style=STY_Normal;
// BeamEffect.Fatness = 129;
BeamEffect.LifeSpan = 1;
BeamEffect.Texture = texture'ryspak.Beam2';
Enemy = MarineBeamController.GetPlayerPawn();
Target = MarineBeamController.GetPlayerPawn();
Fatness = Default.Fatness;
GotoState( 'Hunting' );
// WhatToDoNext( '', '' );
}
Re: Minigun issue(227_23)
Posted: Fri Mar 12, 2010 11:36 pm
by Leo T_C_K
Any idea on this? What was changed in weapons skins so it doesn't work anymore like that?
Re: Minigun issue(227_23)
Posted: Sat Mar 13, 2010 10:10 am
by Smirftsch
no need to hurry, one step at a time...just a lil patience, give an old man a chance to catch up.
Re: Minigun issue(227_23)
Posted: Sat Mar 13, 2010 11:06 am
by Leo T_C_K
no need to hurry, one step at a time...just a lil patience, give an old man a chance to catch up.
Lol sorry.....yeah I maybe spammed it too much with reports.