Duplicate Projectiles

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

damaestrio

New Member
Aug 30, 2001
25
0
0
41
www.planetunreal.com
I'm trying to write in a function to spawn a projectile in a weapon. I can't subclass from the original projectilefire, so I've written this code:

Code:
function SpawnProjectile(Vector Start, Rotator Dir)
{
  local UETFWeapon Fweapon;
  local Projectile p;

  FWeapon=UETFWeapon(Weapon);

  if (Role < Role_Authority)
     return;
    
  if (Fweapon.BulletsInClip<=0){
     Super.ModeDoReload();
     return;
  }

  if (p==None){
     p = Spawn(ProjectileClass,,, Start, Dir);
  }
}

However, this code creates 2 projectiles each time it's called instead of one.
I believe only one projectile is actually replicated-the other doesn't seem to do damage.

Any help with getting rid of the second projectile?

-Maestro
 
Last edited by a moderator:

Mr Evi1

New Member
Mar 22, 2002
336
0
0
UK
come.to
Fire modes are spawned on both client and server, thus your check for role will always be true. Check weapon.role instead.