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

Minigun issue(227_23)

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
Post Reply
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Minigun issue(227_23)

Post 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.
Last edited by Leo T_C_K on Thu Mar 11, 2010 8:15 am, edited 1 time in total.
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Re: Minigun issue(227_23)

Post 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( '', '' );
}
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Re: Minigun issue(227_23)

Post by Leo T_C_K »

Any idea on this? What was changed in weapons skins so it doesn't work anymore like that?
User avatar
Smirftsch
Administrator
Posts: 9001
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: Minigun issue(227_23)

Post by Smirftsch »

no need to hurry, one step at a time...just a lil patience, give an old man a chance to catch up.
Sometimes you have to lose a fight to win the war.
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3852
Joined: Sat Aug 27, 2005 6:24 pm

Re: Minigun issue(227_23)

Post 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.
Post Reply

Return to “Unreal 227”