I see something wrong at chapter path tweaking, bringing into stage TranslocStart. It's probably more wrong than expected.
If by chance (and I could see this) Bot carrier is passing through such point will lose flag translocating discarding CTF directives by ignoring stupid bCanTranslocate boolean - that query would be more sane than bullshiting with Flag.
What we have in original:
Code: Select all
if ( (B.MyTranslocator == None) || (B.MyTranslocator.TTarget != None) )
return None;
B.TranslocateToTarget(self);
return self;
and amazing default properties
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defaultproperties
{
bSpecialCost=True
bStatic=False
bNoDelete=True
}
Excuse me, but I don't see any SpecialCost here defined even is supposed to have one ?
Else probably we need this but I don't know if we will cause a strange effect:
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if ( /*(B.MyTranslocator == None) || (B.MyTranslocator.TTarget != None) ||*/ !B.bCanTranslocate)
return None;
B.TranslocateToTarget(self);
return self;
Or another friendly version:
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if ( (B.MyTranslocator == None) || (B.MyTranslocator.TTarget != None) )
return None;
if (B.bCanTranslocate)
B.TranslocateToTarget(self);
return self;
Pass through this LiftExit for another point in Path-Net than TranslocDest ? November and such...
These I don't think are the best without SpecialCost but for sure what we have is not the right thing, Bot losing Flag...
Edit:
Now it looks better (first method). By spectating a heavy match and being "overtime" at end of Level it seems to happen this - not sure how often but I saw it twice:
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Log: Collecting garbage
Log: Purging garbage
Critical: appError called:
Critical: Assertion failed: _Linker->ExportMap(_LinkerIndex)._Object==this [File:C:\UTDev\Core\Src\UnObj.cpp] [Line: 260]
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Critical: UObject::SetLinker
Critical: (Palette SGirlSkins.Palette68)
Critical: UObject::Destroy
Critical: (Palette SGirlSkins.Palette68)
Critical: UObject::ConditionalDestroy
Critical: (Palette SGirlSkins.Palette68)
Critical: DispatchDestroy
Critical: (47900: Palette SGirlSkins.Palette68)
Critical: DispatchDestroys
Critical: UObject::PurgeGarbage
Critical: UObject::CollectGarbage
Critical: XCGE_Garbage
Critical: ExitLevel
Critical: UXC_GameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Resource which I study has a different structure nothing with "_Linker" in line 260, but it is above that... not sure if doesn't occur a call to Level which is removed (or... reloaded) it was a simple restart post game ended using the same map.