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Suits issue

Posted: Sat Mar 13, 2010 11:28 pm
by Leo T_C_K
Image

This is obviously mapper's error, also I thought suits were abstract, seems not. In 227 they appear with asbestossuit model. Can it be possible to make them invisible for players again? Perhaps they can be visible in UED, but for players invisible.....

Re: Suits issue

Posted: Sun Mar 14, 2010 2:13 pm
by Shivaxi
uh...what exactly is even the bug here?

Re: Suits issue

Posted: Sun Mar 14, 2010 4:29 pm
by GreatEmerald
UnrealShare.Suit being visible, although it doesn't do anything, as far as I can tell.

Re: Suits issue

Posted: Sun Mar 14, 2010 5:56 pm
by []KAOS[]Casey
they're not abstract or bhidden in 225f, so actually working as intended...

Re: Suits issue

Posted: Sun Mar 14, 2010 7:58 pm
by Leo T_C_K
they're not abstract or bhidden in 225f, so actually working as intended...
No it goddamn isn't working as intended, in 225 they are not visible, simply because they don't have set pickuviewmesh or something....

Re: Suits issue

Posted: Sun Mar 14, 2010 9:22 pm
by []KAOS[]Casey
It's mesh is not set to None, and it's been like that since 227a after checking

Bozo must have left this in as a test for the mesh not realizing he left it out accidentally since he added his comments & mesh fix imports in that class

Also, if those "Suits" are in the map, you'd still pick them up, but they're now visible. Unless of course the mapper changed their collision.

and next time, be calm about it. Besides, this isn't really a big issue at all, in fact.. the bigger issue is the mapper putting those there & if they're still collideable they can negate the actual armor on the kevlar suit.

Re: Suits issue

Posted: Sun Mar 14, 2010 9:42 pm
by Leo T_C_K
They can't negate the armor actually, it just says you snagged up an item.

Re: Suits issue

Posted: Sun Mar 14, 2010 10:11 pm
by []KAOS[]Casey

Code: Select all

function PickupFunction(Pawn Other)
{
      local inventory inv2;
      if (Other.Inventory==None) Return;

      for ( Inv2=Other.Inventory; Inv2!=None; Inv2=Inv2.Inventory )
            if (Suits(Inv2)!=None && Inv2.class!=class) Inv2.Destroy();
}
suits(inv2) will work on any subclass, so if you pick up the "suits" class after a normal suit it will essentially do nothing

Re: Suits issue

Posted: Sun Mar 14, 2010 10:38 pm
by Leo T_C_K
Ah yeah but it will hardly happen since you will pickup the kevlarsuit after it mostly anyway.
But really the pickupviewmesh should be disabled as it used to be, or the class should have no effect on itself or somehting like that.

Re: Suits issue

Posted: Mon Mar 15, 2010 9:55 am
by .:..:
Not going to happen since you aren't meant to use that inventory class. So that dosen't make any argument whatever it should be visible or not.

Re: Suits issue

Posted: Mon Mar 15, 2010 1:28 pm
by GreatEmerald
Not going to happen since you aren't meant to use that inventory class. So that dosen't make any argument whatever it should be visible or not.
That's what Leo is trying to say, it should never be used, but it is still used in some maps, since it's declared as placeable for some reason.

Re: Suits issue

Posted: Mon Mar 15, 2010 10:59 pm
by Leo T_C_K
It should be invisible as I said. It was invisible, hence why the map author didn't realize he used it at all. It shouldn't be hidden in ued though. That's not difficult to do....why argue over it?

Re: Suits issue

Posted: Mon Mar 15, 2010 11:37 pm
by Gizzy
In the end, It's down to the mapper wether they want to add classes like that. If they tried to add Unrealshare.Suit (And a mapper should know the items they are placing in a map and not just add them willy-nilly), It's their fault.

Can't blame the game for a mapper's fail.

Re: Suits issue

Posted: Tue Mar 16, 2010 12:04 am
by Leo T_C_K
He didn't see that the item was placed, he prolly thought the class was abstract after all. Epic should have made it abstract in a first place. But at least make it invisible like it was meat to be and visible in ued so the mapper cannot make the same mistake.

In original Unreal versions it had pickupviewmesh set, but it is still invisible to the player and has no mesh....

Re: Suits issue

Posted: Tue Mar 16, 2010 8:12 am
by Smirftsch
both opinions here have a point. In any case I see this not really critical since the possibly affected maps are rare.
Thing is, it never should have been used, but fact is, it was used. Guess we will discuss this internally again.

Re: Suits issue

Posted: Tue Mar 16, 2010 10:45 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
the map author didn't realize he used it at all.
MEEP! Map bug detected!
the game
I just lost the game! inb4 never had it

~

Seriously, this is not actually a problem at all, this just shows how the least important things can start the biggest discussion. ;D I love this...