ScripedPawns in VacuumZone

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Barbie
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ScripedPawns in VacuumZone

Post by Barbie » Thu May 19, 2022 2:16 pm

ScripedPawns do not die in VacuumZones - see MH-Pupea for example, where ScripedPawns often fall to ground into a VacuumZone.
Is there an efficient way to have them died without rebuilding the map? I want to fix that while loading the map.
  1. of course I can do cyclic polling over all Pawns but that's not efficient
  2. ZonInfo's Event do not rise
  3. Event ZoneInfo.ActorEntered() raises 'ZonePlayerEvent' only if Pawn.bIsPlayer is set
  4. replacing a ZoneInfo does not work IMO
  5. adding a TriggeredDeath could be a workaround.
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sektor2111
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Re: ScripedPawns in VacuumZone

Post by sektor2111 » Thu May 19, 2022 2:40 pm

Adding DamagePerSecond and adjusting properties ?

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Barbie
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Re: ScripedPawns in VacuumZone

Post by Barbie » Thu May 19, 2022 9:13 pm

sektor2111 wrote:
Thu May 19, 2022 2:40 pm
Adding DamagePerSecond and adjusting properties ?
DamagePerSec is already set to 100:
VacuumZone of attached map
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Code: Select all

Begin Map
Begin Actor Class=VacuumZone Name=VacuumZone0
     KillTime=0.500000
     DieDrawScale=0.001000
     DamagePerSec=100
     DamageString="%k is falling to the city"
     ZoneName="Dead Zone"
     Level=LevelInfo'MyLevel.LevelInfo0'
     Tag="VacuumZone"
     Region=(Zone=VacuumZone'MyLevel.VacuumZone0',iLeaf=1,ZoneNumber=2)
     Location=(X=-35.597672,Y=-5.260604,Z=-646.943298)
     OldLocation=(X=-1424.000000,Y=-1728.000000,Z=-6112.000000)
     bSelected=True
     DrawScale=6.000000
     Name="VacuumZone0"
End Actor
End Map
What settings do you suggest?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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sektor2111
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Re: ScripedPawns in VacuumZone

Post by sektor2111 » Thu May 19, 2022 9:39 pm

Okay, let me look at map - As far as I tested certain case I know that a Trigger with a SpecialEvent with repeated triggering it's destroying all sort of pawns.
In Tarmation2 I did something for disabling that damage room when objective was shoot, I believe a non-damage zone can be "convinced" to get turned into an evil environment too. Allow me to study scenario first.

Edit
Works if zone has these values...
Kill_ScriptedPawns.PNG
It seems that my deduction concerning SpecialDamage for a zone is not very logic since Engine wants a message for Killer's Weapon. There is no weapon held by a zone and zone is not Pawn...
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