
Can someone please test this as well and confirm Aldebaran's find?!
@Swanky you tested the map ...do you noticed something like this?
The weapon hide thing:

And is this a Super-Shock Rifle?
I have no clue how to fix this... especially since I can't detect the cause.Swanky wrote:Experienced getting stuck once due to the Warpzone, just no crashes or anything, could move on thin air before I accidently RocketLauncher.
A lot of things do work in another way on net play from my experience.Aldebaran wrote:I have to mention that i tested the maps on a dedicated server, not local.
Perhaps this make a difference?
Code: Select all
class Pawn extends Actor abstract native nativereplication;
// Additional pawn region information.
var PointRegion FootRegion;
var PointRegion HeadRegion;
And how can I fix this?sektor2111 wrote: Edit: As a shorter note. Engine doesn't seems to update visual related things from actors which are not located in the same zone as the player, except those relevant ones. So, yes, Warp-Zones have problems anyway toward updating actors...
Can someone help me and make this usable?Feralidragon wrote:Well, there's another way in the case of your specific map.
In specifically small maps where you really intend for every area to remain relevant, you can embed a small mod in the map itself which makes every spawned actors to be always relevant.
You could ask someone to do this, but the class and code itself would be something like:and you would just need to add it somewhere to your map and everything would work.Code: Select all
class AlwaysRelevantSpawns extends SpawnNotify; function Actor SpawnNotification(Actor A) { A.bAlwaysRelevant = true; return A; }
Assuming that Head- and FootZone are identical in shape and that they are congruent in z-axis: what is the orientation of a sheet (warp zone entry) where Head- and FootZone are always in the same zone? The price for the correct answer is a warp field generator. Extra tachyons will be submitted for an explanation.papercoffee wrote:Sooooo ....I have to change the portal sheets into a 45° angle to fix this?
I doubt that this will change the wired behaviour of warp zones in net play: bAlwaysRelevant of an Actor causes that all its changes are transmitted to net clients (on the cost of bandwidth). But mentioned problems concern the player itself in the moment of changing zones and I guess a player is always relevant to itself ;o)bAlwaysRelevant = true;
Barbie wrote:Assuming that Head- and FootZone are identical in shape and that they are congruent in z-axis: what is the orientation of a sheet (warp zone entry) where Head- and FootZone are always in the same zone? The price for the correct answer is a warp field generator. Extra tachyons will be submitted for an explanation.
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Ok then how can I fix the problem that some player (online) seem to get turned around after entering/leaving a warp-zone?Barbie wrote:I doubt that this will change the wired behaviour of warp zones in net play: bAlwaysRelevant of an Actor causes that all its changes are transmitted to net clients (on the cost of bandwidth). But mentioned problems concern the player itself in the moment of changing zones and I guess a player is always relevant to itself ;o)bAlwaysRelevant = true;