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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:

Image

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.