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Partile Emitter for Unreal

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
User avatar
TCP_Wolf
Administrator
Posts: 1078
Joined: Sun Mar 03, 2002 12:04 pm

Partile Emitter for Unreal

Post by TCP_Wolf »

I'm in a little rush and couldn't find the particle Emitter thread.

Anyway, there's a small bug in RPartcles.BasicParticle

Code: Select all

simulated simulated function BeginPlay()
{
       if(CallParent == none && ParticleEmitter(Owner) != none) CallParent=ParticleEmitter(Owner);
       if(CallParent.ReturnBornSound(CurTPL) != none) PartSoundPlayer(CallParent.ReturnBornSound(CurTPL));
}
change to

Code: Select all

simulated simulated function BeginPlay()
{
       if(CallParent == none && ParticleEmitter(Owner) != none) CallParent=ParticleEmitter(Owner);
       if (CallParent != none)
       {
             if(CallParent.ReturnBornSound(CurTPL) != none) PartSoundPlayer(CallParent.ReturnBornSound(CurTPL));
         }
}

Again I have to thank Krull for the find :-)
-=]HONESTY PAYS[=-
User avatar
Krull0r
Global Moderator
Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: Partile Emitter for Unreal

Post by Krull0r »

::)
Image
User avatar
Raven
OldUnreal Member
Posts: 311
Joined: Fri Jun 10, 2005 5:10 am

Re: Partile Emitter for Unreal

Post by Raven »

Tnx I'll update this one. But this one can cause only Accessed None error in the log :). And in fact it shouldn't happen (I mean particle always have it's owner - emitter that spawned particle). Anyway I'll add this fix as soon as possible (don't have to much time)
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