Once again things can be switched and I don't get why not:
Code: Select all
if ( DamageType == 'shot' )
DamageType = 'blasted';
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Code: Select all
if ( DamageType == 'shot' )
DamageType = 'blasted';
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anth wrote: ↑Mon Nov 11, 2019 10:34 am This is the current list of changes. Keep in mind that the list is in no way final or complete:
Release Notes
We're still working on a lot of things, but we're making good progress.
Dynamic arrays are now fully supported (UT v436 had only partial support for dynamic arrays).
Does it mean that if new features are added unrealscript-side they are not compatible by older versions of UT but if they are new native-side features or just native-side fixes of existing features they are compatible?Added new Canvas functions to create arbitrarily-sized fonts on the fly. Please do not use these functions directly as they will cause your mod to be incompatible with earlier versions of UT. Instead, use the BotPack.FontInfo class to retrieve fonts that are appropriate for the client's screen size.
Check that well, server is crashing even is empty due to some false NetConnection without a player owner, I don't get what's the Bot problem here since the crash happens even in Player-Only servers - ask Hermskii (as btw)...issues wrote: Fixed an issue that caused the server to crash in AActor::execPlayerCanSeeMe in games with bots in them.
That's a default crash for everyone... see log.issues wrote: Fixed an issue that caused UnrealEd to crash during shutdown. This issue likely only affected Windows 10 users.
You might want to check UT_ShieldBelt vs UT_Stealth - that's a crusher because shield take in account invisibility based on class-name not ut_stealth both of them trying some overlay or such...issues wrote: Fixed an infinite recursion crash bug triggered when picking up an invisibility powerup while already invisible.
I gotta see this...Adds wrote: Added the -FORCELOGFLUSH command line option. This option makes the game/server flush the log file every time it is written to.
Can I see that 468 or it's just a myth ?Where_is_that_download wrote: Unreal Tournament version 468 Release Notes...
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This is enormously valuable. Very appreciative for your work on this project.
Well there is much more to work on, it'll be updated in some times.
Bots are attacking ScriptedPawn depending on game-type declarations - use proper game-type...
I'm familiar with that issue, think I made a post about it in 2011 when I first joined this forum.sektor2111 wrote: ↑Tue Nov 12, 2019 6:21 amBots are attacking ScriptedPawn depending on game-type declarations - use proper game-type...
If we talk about ScriptedPawn attacking Bot - THAT needs fixed... or using a better UnrealShare file, lol.
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Like I explained already, if MONSTER would be SEEN as a bIsPlayer Pawn, MonsterHunt would never existed, monsters slaughtering each-other in a few seconds immediately after their AUTO STATE... this can be already seen in maps where are different classes in area and they were "started" in a way. I think you have already seen some Skaarj species committing suicide, in case that we do need to refresh our memory.EvilGrins wrote: Red team bots get slaughtered because they don't acknowledge they're being attacked... except from monsters that can pick up UT-weapons, anyway.
Thanks for looking into it. It also seems like it might be affected by FPS since it happens slightly less often if I cap my game to 30FPS.
Oh yes, that happens with other weapons as well at random, definitely an annoying bug that happens once in a while. Here is a clip I did 2 months ago, showcasing the exact same bug with different weapons.Chronelium wrote: ↑Sun Nov 17, 2019 6:11 amThanks for looking into it. It also seems like it might be affected by FPS since it happens slightly less often if I cap my game to 30FPS.
Edit: Remembered another issue worth looking into. The Sniper Rifle sometimes zooms in all the way even if you only want to zoom in a little. It happens if you shoot the primary fire while the rifle is in the middle of zooming in. So, to reproduce the bug, you just need to right click and then left click in quick succession, or hold the right mouse button and left click while it's zooming. Shooting, then holding the secondary fire until the rifle begins zooming in, and then letting go of secondary fire also causes it to zoom to the highest magnification level. These don't seem like the intended behaviour.