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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
Pawns see through movers online
Moderator: Buggie
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Psychomorph
Pawns see through movers online
Monsters usually see you through movers and start to shoot doors. Is there a fix for that? I noticed in "Redeem Your Space" the marines do not see through doors.
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[]KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Pawns see through movers online
use trace instead of fasttrace in their code
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Pawns see through movers online
That you have to change their code.
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Psychomorph
Re: Pawns see through movers online
A coder I talked to says: "Ok did take a short look into the ScriptedPawns code; it seems all of them use Trace - FastTrace seems to be only used in a couple of Scripts at all - most of them being gamemodes."
Seems your advise didn't help much, or perhaps you need to go more into detail.
Just for clarification, I was not asking for creating new monsters, but fixing the existing unreal creatures.
Seems your advise didn't help much, or perhaps you need to go more into detail.
Just for clarification, I was not asking for creating new monsters, but fixing the existing unreal creatures.
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[]KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Pawns see through movers online
some of the traces need to hit actors then, be careful in changing them, some don't need it..
HitActor = Trace(HitLocation, HitNormal, End, Start, true);
= hits actors
HitActor = Trace(HitLocation, HitNormal, End, Start, false);
= doesn't hit actors
HitActor = Trace(HitLocation, HitNormal, End, Start, true);
= hits actors
HitActor = Trace(HitLocation, HitNormal, End, Start, false);
= doesn't hit actors
Last edited by []KAOS[]Casey on Mon Aug 11, 2008 11:48 am, edited 1 time in total.
