MH-TheFifthVortex

Tutorials and discussions about Mapping - Introduce your own ones!
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Barbie
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Re: MH-TheFifthVortex

Post by Barbie » Tue Dec 22, 2020 12:39 am

Hmm, the problem is that my replacement is also called "osWeaponPowerup". If I want to replace your "MyLevel.osWeaponPowerup" and "UnrealShare.WeaponPowerUp" with my version, do I have to use such as follows?

Code: Select all

(AInventory.IsA('osWeaponPowerup') && osWeaponPowerup(AInventory) == None) && WeaponPowerup(AInventory) != None)
Edit: see also this thread ("IsA" vs. type casting).
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Re: MH-TheFifthVortex

Post by Buggie » Tue Dec 22, 2020 1:10 am

We discuss on similar stuff: viewtopic.php?f=7&t=14012&p=121949&hili ... or#p121938

Depends what you want. You'r code say:
1. Class name or one of it parent equals 'osWeaponPowerup'.
2. But not this osWeaponPowerup or it's descendants.
3. But it compatible (extends) WeaponPowerup. Obviously original from unreal.

So it must work.

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Re: MH-TheFifthVortex

Post by Buggie » Sat Jan 16, 2021 5:39 pm

Beta15:
MH-TheFifthVortexBeta15.zip
- Some fixes.
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Barbie
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Re: MH-TheFifthVortex

Post by Barbie » Wed Jan 20, 2021 1:05 am

Buggie wrote:
Sat Jan 16, 2021 5:39 pm
Beta15:
MH-TheFifthVortexBeta15.zip
- Some fixes.
Sadly this issue was not fixed:
Barbie wrote:
Mon Jan 04, 2021 3:15 am
You should fix the following error: Trigger183 has set AnyProximity and is triggered by Mover12 and 35 constantly. Because eventinstigator is NONE, the following warning floods the log:
ucc.init.log wrote:
SpecialEvent MH-TheFifthVortexBeta14.SpecialEvent1414 (Function Engine.SpecialEvent.DamageInstigator.Trigger:005B) Accessed None
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Re: MH-TheFifthVortex

Post by Buggie » Wed Jan 20, 2021 3:49 am

Possible your explanation is wrong. Because I try fix what you describe. Blindly, because such messages not appear to me.
I use dispatcher with delays for disable trigger during move movers and turn on trigger back after move end.
So it must be fixed if things works as you describe.

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Re: MH-TheFifthVortex

Post by sektor2111 » Wed Jan 20, 2021 7:08 am

When an actor triggered is concerning instigator but it is triggered by NON-PAWN actors this is messing up with a NONE. Who is Instigator ? Mover ? I don't think so. In this case InitialState DamageInstigator IS WRONG. Instigator damaged must be a PAWN not a Mover. Let me guess, SpecialEvent Triggered by Mover and damaging Instigator is pointless, it won't damage anything...

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Barbie
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Re: MH-TheFifthVortex

Post by Barbie » Wed Jan 20, 2021 1:04 pm

Buggie wrote:
Wed Jan 20, 2021 3:49 am
Blindly, because such messages not appear to me.
I've extracted the part in matter: If you go in, trigger the mover, die or go back, in some cases the self triggering starts. Then you get the mentioned repeated log messages ScriptWarning: SpecialEvent Autoplay.SpecialEvent1414 (Function Engine.SpecialEvent.DamageInstigator.Trigger:005B) Accessed None.
Why don't you simply set Trigger183.TriggerType to TT_PawnProximity?
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Re: MH-TheFifthVortex

Post by Buggie » Wed Jan 20, 2021 5:54 pm

Because authors want notify user about danger by shoot. By any action in area. I do not want change these.
----
Now I understand problem. You provide wrong explanation. Trigger toggled not by movers. Movers actually not toggle trigger at all.
Trigger toggled by gibs from your death. And from weapon which throw you at death.

OK, I will see what can be done.

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Barbie
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Re: MH-TheFifthVortex

Post by Barbie » Thu Jan 21, 2021 1:08 pm

Buggie wrote:
Wed Jan 20, 2021 5:54 pm
You provide wrong explanation. Trigger toggled not by movers. Movers actually not toggle trigger at all.
Trigger toggled by gibs from your death. And from weapon which throw you at death.
Ah, I thought it was the mover.

What about a special SpecialEvent then? The following is tested and does not produce script warnings (the difference is setting a new variable HitLocation depending on EventInstigator's existence):

Code: Select all

class MySpecialEvent expands SpecialEvent;

state() DamageInstigatorFixed {

	function Trigger( actor Other, pawn EventInstigator ) {
	local vector HitLocation;
	
		Global.Trigger( Self, EventInstigator );
		if ( Other.IsA('PlayerPawn') )
			Level.Game.SpecialDamageString = DamageString;
		if (EventInstigator == None)
			HitLocation = Other.Location;
		else
			HitLocation = EventInstigator.Location;
		Other.TakeDamage( Damage, EventInstigator, HitLocation, Vect(0,0,0), DamageType);
	}
}
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Re: MH-TheFifthVortex

Post by Red_Fist » Thu Jan 21, 2021 6:50 pm

I have no clue on this map-problem, but just wanted to add, don't forget about bump event for mover, such as if it's a shoot the mover as well as bump. Plus without trying, I don't think movers can toggle because it might need 3 frames. :noidea
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Re: MH-TheFifthVortex

Post by sektor2111 » Thu Jan 21, 2021 10:10 pm

Red_Fist wrote:
Thu Jan 21, 2021 6:50 pm
Plus without trying, I don't think movers can toggle because it might need 3 frames
I'm not sure if I need to post a demo map with a door toggling using TWO frames without any other setup... I don't know if you have ever seen a breaker map due to such lousy settings. Two gasbags triggering a critical toggler mover, effect was: opening, then closing due to the blast quickly killing both gasbags at a time interval, because this Mover will ALWAYS ignore bTriggerOnceOnly and it works with TWO keyframes - possible "the genius" did not know what is a Counter and neither a TriggerOpenTimed Mover.

PS: These can by tweaked in run-time even turning such a mover into a common wall out of any movement or changing the movement parameters...

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Re: MH-TheFifthVortex

Post by Red_Fist » Fri Jan 22, 2021 7:39 pm

That is what I thought, then I couldn't understand why he said it didn't toggle. But I read it wrong. :)
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Re: MH-TheFifthVortex

Post by Buggie » Sat Jan 23, 2021 7:38 am

Beta16:
MH-TheFifthVortexBeta16.zip
- Fix issue with spam in log with accessed None.
- Improved some secret rewards.
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