1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. 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.

How do I get rid of this error?

Discussion in 'Unreal Tournament 2003/2004' started by Thanatosaurus, Aug 4, 2015.

  1. Thanatosaurus

    Thanatosaurus Member

    Joined:
    Feb 21, 2009
    Messages:
    88
    Likes Received:
    1
    Thank you.
     
    Code-prom likes this.
  2. Sir_Brizz

    Sir_Brizz Administrator Staff Member

    Joined:
    Feb 3, 2000
    Messages:
    25,992
    Likes Received:
    74
    Looks like some kind of bug in that mutator.
     
  3. gopostal

    gopostal Active Member

    Joined:
    Jan 19, 2006
    Messages:
    854
    Likes Received:
    47
    Someone forgot to place a wrapper around their code to ignore non-returns. You won't be able to fix it without recoding the mod.
     
  4. Thanatosaurus

    Thanatosaurus Member

    Joined:
    Feb 21, 2009
    Messages:
    88
    Likes Received:
    1
    That's beyond me. Guess I'll have to live with it.

    Thanks anyway.
     
  5. gopostal

    gopostal Active Member

    Joined:
    Jan 19, 2006
    Messages:
    854
    Likes Received:
    47
    I googled the gun, downloaded it, and decompiled the mod. It's what I thought it would be. This is the problem spot:
    Code:
    simulated event RenderOverlays( Canvas Canvas )
    {
      local float Scale;  //MrBee
      local float tileScaleX;
      local float tileScaleY;
      local float fX;
      local float fY;
      local Vector X,Y,Z;
      local actor HitActor;  //Scope-T
      local vector HitLocation,HitNormal,ViewPos;  //Scope-T
    
      //Scope-T
      ViewPos = Pawn(Owner).Location + Pawn(Owner).BaseEyeHeight * vect(0,0,1);
      HitActor = trace(HitLocation,HitNormal,ViewPos+120000*vector(PlayerController(Instigator.Controller).Rotation),ViewPos,true);
      //
      Ammo[0].CheckOutOfAmmo();
    
      //  FireSound=Sound'WeaponSounds.LightningGun.LightningScope'
      if ( LastFOV > PlayerController(Instigator.Controller).DesiredFOV )
      {
      PlaySound(Sound'IK_Stealth_V2.Sounds.S36_ZoomIn', SLOT_Misc,,,,,false);
      }
    
    This line here:
    Code:
      Ammo[0].CheckOutOfAmmo(); 
    needs a wrapper around it in case of a null return. It should read
    Code:
    if (Ammo != None)
      Ammo[0].CheckOutOfAmmo();
    
    It's returning a null value if you are out of ammo so that creates an error that the server writes to the log.

    It would be an easy fix to make but the rest of the gun would take a while to get ready to compile. If you can email the maker and get the source code I'll do the update for you, I just don't feel like taking an afternoon to properly decompile the entire thing.
     
  6. Manticore

    Manticore Official BUF Birthday Spammer

    Joined:
    Nov 5, 2003
    Messages:
    5,675
    Likes Received:
    118
    Mad skills!:rockon:
     
    Code-prom likes this.
  7. gopostal

    gopostal Active Member

    Joined:
    Jan 19, 2006
    Messages:
    854
    Likes Received:
    47
    I hope it didn't come across as blah blah <nerd> blah blah. It probably did, lol.
     
  8. Manticore

    Manticore Official BUF Birthday Spammer

    Joined:
    Nov 5, 2003
    Messages:
    5,675
    Likes Received:
    118
    Not at all. People who can handle that stuff impress me..........
     

Share This Page