sektor2111 wrote:You can despise yourself for creating chaos in your thread by writing multiple posts in 24 hours - I might contact an admin for a small revision toward your missing the read of rules
. Now you look for someone to blame based on your failures ? Calm down and check stuff - rushing doesn't help.
In other order you can put those packages here for a small inspection, somebody will tell you what's wrong and might help else I don't understand why are you asking help and then you get disturbed. Doesn't make sense
. But because you refreshed me I'm gonna setup some effects by curiosity.
sigh, its getting such a waste of time dealing with ignorant fools over and over again
but, ill just keep on going, no matter how crazy you are, i think you should at least have an opportunity to learn
so hereby ive written down a few things for you
1. youve posted multiple times about off topic stuff
2. i did not blame anyone, apparently you are the one that puts a blame on someone
sektor2111 wrote:Calm down and check stuff - rushing doesn't help.
3. did i ever rush anything here on the forum? you should apply this wisdom yourself, just look at your own posts man
4. do you have a problem with my 3 posts in a row? just because its some kind of rule doesnt mean im abusing the forum
5. please be nice to each other man, im new here on the forum and honestly think you were distrubing in my thread, just check yourself
so, i have respect for people like barbie and rocky, these people contribute towards a positive direction, solving problems and sharing knowledge
im sure they are not the only ones on the forum that give great input, so you should have enough examples to learn from
-- Here we go again... MERGED! (UnrealGecko) --
Barbie wrote:Still an error in the line 19 although all resources are loaded? Then change the data type of the variable that holds the new spawned actor to the same class as the spawn() function spawns. In concrete:
Instead of
Code: Select all
local PawnTeleportEffect MyEffect;
MyEffect = Spawn(Class'QuakengEffects.QuakeTeleportEffect', , , Incoming.Location, Incoming.Rotation);
use
Code: Select all
local QuakeTeleportEffect MyEffect;
MyEffect = Spawn(Class'QuakengEffects.QuakeTeleportEffect', , , Incoming.Location, Incoming.Rotation);
MyEffect should be the same data type as what you spawn.
Or do a
type conversion.
nice, ill be testing everything soon, ill make sure im doing everthing correctly