MrLoathsome wrote:And the stuff you have noticed there is exactly
the same "issue" that can cause stray errors if a monsters projectile kills you after the monster has been killed. (Owner of the projectile becomes None if the Owner is dead....)
Hehehe, yes I know the "Payer was killed by" Messages *smile*
MrLoathsome wrote:This would require the mutator to attach some actor to every projectile, that would check to see if what it was about to hit was on the same team as the projectiles
Owner or not, and then either adjust some collision properties temporarily or skip past the team member, and then reset the properties.
I haven't tried it, and am not sure if that could be made to work or not. Suspect it would be likely to add a bit of lag unless done very carefully.
That sounds interesting indeed...
And yes, I think so too that it cause heavy lags if every single Projectile gets an special Actor added. Specially if this would happen in Real time, means on the fly, but if there would be an Actor linked in general for every Projectile from Weapons the Players can use in a Map it could be not cause lags, at least they should not be that bad.
@papercoffee: Hmm... that all sounds Greek to me
Like I said, unfortunately I'm not a Coder, I just use my Comprehension and Deductive ability to imagine how some things could act and react together, that's all. But this Discussion could be helpful for the Coders, yes.