just read ZedMaestro's post - you might want to know that we played Humans vs Bots and UT bots always liked to "forget to come up for some air" or blow it's own rocket in in it's own face. That's another "pro" for ZedMaestro's suggestion
It actually depends on the time required to execute each individual loop iteration. Imagine each iteration logs several Accessed Nones (those just love to pop up in groups ). You need over 1000000 iterations in a single frame for a runaway loop crash - that would create hundreds or even thousands of megs of log data that need to be written to disk before the engine even gets to the point of detecting a runaway loop. Depending on your HD speed and the actual number of Accessed Nones per iteration this could take several minutes or even hours.Mychaeel said:it means that an infinite loop in a single actor can freeze the entire game -- but then the game would crash after a while because it has detected too many iterations.
Maybe something to do with the "talking" animation or something more in-depth when you press the Say button?Silas Mercury said:the lock up occurs right as somebody starts talking
ZedMaestro said:Maybe something to do with the "talking" animation or something more in-depth when you press the Say button?