BUG WITH TRIP MINES

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[_X_]BULLDOG

New Member
Jul 23, 2004
25
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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

before_car.jpg


after

after_car.jpg


before

before_deploy_point.jpg


after

after_deploy_point.jpg
 

[_X_]BULLDOG

New Member
Jul 23, 2004
25
0
0
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 <
 
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