For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
I'm using iterator in PreRender and I have one big problem. I'm using iterator to find dynamic corona and draw it on the screen (HUD modification allows to many kwl effects). So when DynamicCorona is too far from map center iterator returns... none.
No matter what I'm doing when I'm too far from map center foreach returns none. Another bug is that corona is drawn OVER weapon not beneath it (no matter if it's drawn in prorender/postrender/renderoverlays).
When performing an iteration, specifically one that checks within a certain radius, the origin of the radius is defined as the location of the actor calling the iterator.
I've never tried using such syntax (foreach Playerpawn(Owner).visiblecollidingac..), but chances are that the radius checks are being drawn from the HUD's location, not the player's. Make use of the optional parameter (tracestart or whatever it's called) to clearly define where the radius checks should issue forth from. Also, you're using VisibleActors.. is the emitter hidden? That could also be the problem.
Didn't thought of that optional location . And nope DynamicCorona is not hidden (has DrawType none - works near center of the map). Will check this tomorrow, tnx/
VisibleActors has an optional parameter for radius, which you aren't supplying. The language reference unfortunitely doesn't say what the default behavior is when no radius is specified. I'd suggust trying it with a large radius, one that's bigger than the dimensions of the test area and see if that fixes the problem.
Tried that. If Radius parameter is not supplied it'll iterate through all visible (means bHidden=false) actors in the level. It's very strange behavior because normally it works fine.
Through all of them? I thought VisibleActors also did a simple trace to make sure you can see them. I could be wrong, though. I don't think I've ever actually used it.
Yes it does do a simple tracing - thats why i'm using it (no need of checking if corona is visible or not )
No - it's in sp...
You see when i'm walking near (~3000 uu) map center - even in corridors/small rooms everything - coronas works fine. The moment I'm going too far - for each doesn't work.
If i remember right, a standard trace doesn't work after a long distance, try shooting the rifle/automag at the ceiling from the long pass in thesunspire, and if the foreach trace uses the same trace.. this would fall under the category to be fixed in 227, lol
Last edited by []KAOS[]Casey on Fri Oct 19, 2007 10:33 pm, edited 1 time in total.
local vector CamLoc;
local rotator CamRot;
local Actor CamAct;
PlayerPawn(Owner).PlayerCalcView(CamAct,CamLoc,CamRot);
ForEach VisibleActors(class'DynamicCorona', Other,,CamLoc)
{
BroadCastMessage("Corona Found");
}
And see if that works.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
If i remember right, a standard trace doesn't work after a long distance, try shooting the rifle/automag at the ceiling from the long pass in thesunspire, and if the foreach trace uses the same trace.. this would fall under the category to be fixed in 227, lol
If I remember correctly that's because in the code Epic put a range limit to the weapon trace function. You enter a larger parameter, it traces farther. I do believe there is an engine limit too though, so supplying trace with outrageously high values will not do much good.
if i remember the unreal 97 beta actually has dynamic coronas in a certain way, the coronas can be attached to movable objects (they are frequently used on enemy muzzle flashes infact), and they correctly respond to lighteffects like flickering or disabled lights... one can only wonder why epic disabled/broke this