Code: Select all
// for ( A=Level.NavigationPointList; A!=None; A=A.NextNavigationPoint )
foreach NavigationActors(class 'NavigationPoint', A)
{
// log (A.Name);
if ( G != None )
{
if ( String(A.Name) ~= "InventorySpot132")
{
RemovePaths(A);
InventorySpot(A).MarkedItem.MyMarker = None;
InventorySpot(A).MarkedItem = None;
I++;
log (A.Name@is number@I);
Continue;
}
if ( String(A.Name) ~= "InventorySpot131")
{
RemovePaths(A);
InventorySpot(A).MarkedItem.MyMarker = None;
InventorySpot(A).MarkedItem = None;
I++;
log (A.Name@is number@I);
Continue;
}
if ( String(A.Name) ~= "InventorySpot83")
{
RemovePaths(A);
InventorySpot(A).MarkedItem.MyMarker = None;
InventorySpot(A).MarkedItem = None;
I++;
log (A.Name@is number@I);
Continue;
}
Code: Select all
A = Level.NavigationPointList;
while (A != None)
{
// log(A.Name);
Cnt++;
if ( Cnt >= 64)
{
Cnt = 0;
Sleep(0.0);
}
if ( G != None )
{
if ( String(A.Name) ~= "InventorySpot132")
{
RemovePaths(A);
InventorySpot(A).MarkedItem.MyMarker = None;
InventorySpot(A).MarkedItem = None;
I++;
log (A.Name@is number@I);
A = A.nextNavigationPoint;
}
if ( String(A.Name) ~= "InventorySpot131")
{
RemovePaths(A);
InventorySpot(A).MarkedItem.MyMarker = None;
InventorySpot(A).MarkedItem = None;
I++;
log (A.Name@is number@I);
A = A.nextNavigationPoint;
}
....
I called them from PreBeginPlay, PostBeginPlay, I had them wrapped different. Something is badly screwed and I cannot figure what the heck happens in server (mapvote and all crap).
Some crashes
Code: Select all
BirdBrainedResearch: PathsMapper0 Patching Level.
Critical: ScriptDebugV
Critical: PathsMapper0.DoAlterBadPoints
Critical: UObject::ProcessEvent
Critical: (PathsMapper MH-BirdBrainedResearch.PathsMapper0, Function INEDRESEARCH.PathsMapper.PreBeginPlay)
Critical: ULevel::SpawnActor
Critical: (PathsMapper)
...
___
BirdBrainedResearch: PathsMapper0 Patching Level.
Critical: AXC_Engine_Actor::execNavigationActors
Critical: ScriptDebugV
Critical: PathsMapper0.DoAlterBadPoints
Critical: UObject::ProcessEvent
Critical: (PathsMapper MH-BirdBrainedResearch.PathsMapper0, Function INEDRESEARCH.PathsMapper.PreBeginPlay)
Critical: ULevel::SpawnActor
....
____
BirdBrainedResearch: Processing NavigationPoints...
ScriptLog: InventorySpot132 is number 1
ScriptLog: InventorySpot131 is number 2
Critical: AActor::ProcessState
Critical: Object PathsMapper MH-BirdBrainedResearch.PathsMapper0, Old State State INEDRESEARCH.PathsMapper.PathsMapping, New State State INEDRESEARCH.PathsMapper.PathsMapping
Critical: AActor::Tick
....
____
ScriptLog: Mover MH-BirdBrainedResearch.Mover27 has been set for group Mover27
BirdBrainedResearch: Processing NavigationPoints...
ScriptLog: InventorySpot132 is number 1
ScriptLog: InventorySpot131 is number 2
Critical: AActor::ProcessState
Critical: Object PathsMapper MH-BirdBrainedResearch.PathsMapper0, Old State State INEDRESEARCH.PathsMapper.PathsMapping, New State State INEDRESEARCH.PathsMapper.PathsMapping
Critical: AActor::Tick
....
_____
Probably I have to quit dreaming at these farts, even if they are working perfectly in OFF-Line and simple LAN serving. In a sort real server only UT.exe and MH2 seems to sustain the game, else I have nothing.