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[_X_]BULLDOG
15th Dec 2004, 06:12 AM
i have find a bug with the trip mines
heres some pics to show you before and after i place the trip mines,
FMI i will post more pic for you to see the bugs as i find them.

before

http://uk.geocities.com/bulldog10022/before_car.jpg

after

http://uk.geocities.com/bulldog10022/after_car.jpg

before

http://uk.geocities.com/bulldog10022/before_deploy_point.jpg

after

http://uk.geocities.com/bulldog10022/after_deploy_point.jpg

[_X_]DJBRIAND
15th Dec 2004, 07:45 AM
HEHE never mind the tripmines,what happened to the deploy point?

Skipr
15th Dec 2004, 09:36 AM
It was moving so fast, the top of it flew off!

FireCrack
16th Dec 2004, 12:05 AM
and created a small tornado covering the bottom in sand

[[Vash]]
16th Dec 2004, 12:06 AM
Is this like one of those "where's waldo things?"

[_X_]BULLDOG
16th Dec 2004, 03:44 AM
One more thing i forgot to add that, some times the game will crash coz of the trip mines, here's a bug report after the crash,
this happans after i distroy the trip mine...



UT2004 Build UT2004_Build_[2004-11-11_10.48]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2090 MHz with 1023MB RAM
Video: RADEON 9800 XT (6483)

XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine (Function XMPWeapons.XMPMineBase.CanBeTrippedBy:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (XMPLaserTripMine XMP-CrashFlight.XMPLaserTripMine, Function XMPWeapons.XMPLaserTripMine.Armed.Touch) <- TouchTo <- AActor:: BeginTouch <- ULevel::CheckEncroachment <- ULevel::FarMoveActor <- UObject::ProcessEvent <