It's the lava zone causing the problem. Delete that actor and it fixes the map. I don't see any odd settings in the actor itself to cause a problem. UEd gremlins.
NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush. Who gets the pitchfork mob?
Oh no! I will get forked.
JackGriffin wrote:NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush.
If I choose "Select All Brush -> Transform permanently" and rebuild the map, the problem remains.
Oh yes! I won't get forked.
JackGriffin wrote:Don't ever ever ever build a map while scaling builder brushes and not using a 1:1:1 scale. Take the time to work on-grid and set the size of your brush to what's needed so this ratio is always kept. I don't have a clue as to the 'why' but I've seen all kinds of things go horribly awry when scaled brushes are used in maps. This is just another example of it.
I've tested this myself years back when I first saw the problem. You can get away with a little post scaling but when it comes to level geometry more often than not it's going to make unfixable HOM's, zones that kill you instantly, etc. This is the first "lose your inventory" I've seen but I'm not surprised by it.
I never made any map with all the brushes scaled as 1:1:1, how do you even make it? Do you set the sizes in a trial and error way until you get your desired sizes?
And, you're not surprised? I mean I didn't put anything weird in the map and the inventory suddenly disappears, isn't that just totally random? I can understand to die into HOM because there's a code which make you die when get in the void or fall from a too high distance, but there's no code that takes off your inventory, except for DiscardInventory() from within GameInfo.uc.
Maybe it would be useful to use a GameInfo's subclass to log if that function is called in that map.
EDIT: It looks more like AcceptInventory than DiscardInventory, because AcceptInventory keeps some weapons and gives the default inventory to the player.
So since you have the same problems in the first version of the map, the fake-lag issues are related to the multiplayer only. I should check what happens in a local multiplayer match.