Code: Select all
(AInventory.IsA('osWeaponPowerup') && osWeaponPowerup(AInventory) == None) && WeaponPowerup(AInventory) != None)
Code: Select all
(AInventory.IsA('osWeaponPowerup') && osWeaponPowerup(AInventory) == None) && WeaponPowerup(AInventory) != None)
Sadly this issue was not fixed:
Barbie wrote:Mon Jan 04, 2021 3:15 amYou 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
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.
Ah, I thought it was the mover.
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);
}
}
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.