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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.....
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.
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
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.
Last edited by Leo T_C_K on Sun Mar 14, 2010 10:39 pm, edited 1 time in total.
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?
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.
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....
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.
Sometimes you have to lose a fight to win the war.