Help Spawning Death Effects

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damaestrio

New Member
Aug 30, 2001
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www.planetunreal.com
I'm trying to spawn an explosion when a monster dies-The class I'm using is a straight extension of monster, and I've overloaded the PlayDying function as follows:

Code:
function PlayDyingEffects()
{
 Spawn(class'AeroBotExplosion',,, Location, rotator(vect(0, 0, -1)));
 PlaySound(sound'WeaponSounds.BExplosion5', SLOT_None, 3.5*TransientSoundVolume );
}

simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
 PlayDyingEffects();
 Destroy();
}

The sound plays, but it doesn't spawn the explosion (which is a extension of RocketExplosion-I tried changing bnettemporary to false, which didn't help). Help Anyone?
 

[SAS]Solid Snake

New Member
Jun 7, 2002
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www.digitalconfectioners.com
Making a function simulated does not garuntee proper replication. Instead of trying to make another function replicated properly, why not instead spawn the extra effects in areas which are replicated. A good example here in this case would be the ScoreKill function (or the function which recognizes when pawns die) inside the Game Info class.