billybill wrote:Oh so you play with lots of health and the weapons do lots of damage and you mean the screen roll after you die. Apart from limiting the damage of the weapons I have no idea. TimTim was asking about this too, which would suggest it's not easy to find the solution. I have no idea if he solved this or not, TimTim is the author of NewNet and it was nn that he was asking about it for.
Not your question but to anyone reading the thread: You can disable the screen shakes for when you walk around, and the flashing of the screen when you get hit. The screen will still move when you get shot, I think you can tweak this but you shouldn't.
billybill wrote:Maybe it's in uscript maybe not. The thing with TimTim is even though his code is very advanced, he misses obvious things like this. Maybe he found it in the end, I'd message him and ask for more info. If you can post up here where the solution lies people will appreciate it. Or we can try our best to take TimTim's response and post a real solution
billybill wrote:If I had to take a guess I'd say it's in the TournamentPlayer class of Botpack.u, which makes it hard to subclass (see UTPure, NewNet, Valhalla Avatar)
Then again, that is only a guess, I'm guessing the screen would shake in Unreal so maybe it's in the Engine package
I'd instead have a mutator using the preventdeath event, have it run after everything else in case the player is not destined to die after-all. Then use replication to issue a command on the client. The same shakeview command again but with a lower shake velocity and duration
Would forcing respawn help at all? You can always add spawn protection.
Edit: Not sure if you need a replicated code or not for this, it may be the case that shakeview on clients can be initiated directly from the server. Anyway, if not I'd use something like this http://depositfiles.com/files/pikq9pdft (http://www.ut99.org/viewtopic.php?f=8&t ... ion#p50149)
"NHL Rock The Rink" (PS1) announcer wrote:...And there are no stunt doubles in this game, folks!
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