UnrealShare.Plasma for ScriptedPawn.RangedProjectile

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Barbie
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UnrealShare.Plasma for ScriptedPawn.RangedProjectile

Post by Barbie »

There are at least two maps ("MH-DeadWillSwellowUp[TFO]", "MH-RiseOfDead[NoDaytime]") that have ScriptedPawns with RangedProjectile set to "UnrealShare.Plasma". But this Projectile does not make damage at all and creates strange visual effects ("frozen" beams) if played server based.
Screenshot
RangedProjectile=UnrealShare.Plasma.jpg
Is it wise to reset all these RangedProjectile to the default, or has this Plasma beam a special meaning under certain circumstances?

Code: Select all

if (ScriptedPawn(A) != None && ScriptedPawn(A).RangedProjectile == class'UnrealShare.Plasma')
	ScriptedPawn(A).RangedProjectile = ScriptedPawn(A).Default.RangedProjectile;
Attachments
TestPlasma.7z
Test map with Krall0.RangedProjectile=class'UnrealShare.Plasma'
(1.7 KiB) Downloaded 58 times
"If Origin not in center it be not in center." --Buggie
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sektor2111
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Re: UnrealShare.Plasma for ScriptedPawn.RangedProjectile

Post by sektor2111 »

Because that thing looks similar with dispersionammo types I simply changed that to a sort of dispersionammo (with decals) else EnergyBolt whatever 0 net stuff has an alias (rewritten code) fully operational, ALL but ALL of them used by Me have SimulatedProxy (are projectiles, dammit). DumbProxy in moments of heavy combat cannot even be seen properly. Yes, All of them have to be changed...
MrLoathsome
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Re: UnrealShare.Plasma for ScriptedPawn.RangedProjectile

Post by MrLoathsome »

The code for the default PlasmaBeam/PlasmaRifle is very horrible compared to most of the other weapons
and projectiles.

I sort of used that Beam code as the basis for the Laser I am using for that Laser weapon and the sharks that shoot them.

Pretty much rewrote a large amount of the original horrible redundant code.
blarg
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