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searched for those strings in the *.uc and *.u files... no luck
but it seems you get those errors on maps anyways regardless of your weapon. so hopefully its not your fault if you are concerned, try swapping out your meshes for other ones, one by one. hunch says it might be a mesh problem.
Happy news: subclassed the Disruptor directly under weapon (instead of LinkGun) and changed those small green flames that are attached to players' bones from xEmitters to Emitters. Couldn't crash the game since then and I've already been playing 45 minutes...
Unlikely. That was my firts idea too, but even after leaving out the LinkGun code the game would still crash occasionally. I think the problem originates either from attaching several xEmitters to the same bone, or from the "if (!AttachToBone...) -> Destroy.xEmitter" paragraph, since the problem disappeared the moment I used the Emitters' native "Kill" function instead of the xEmitters' "Destroy".
This version should be bug free. It's a code-only version, so only useful to those I've sent the first beta with the new textures included. Just replace the old .int and .u file.
Hey Postal, we're still allowed to use the SpecialButton exec function in our weapons, aren't we? I've managed to make mine more interesting in doing so.
disruptor.... usually to destroy the xemitters you set mregen=false. this, coupled with the xemitter lifespan, ought to exterminate it. but if you fixed it, cool. i'll test it out.
also, do you hurt yourself when you fire disruptor primary blasts? not the explosion, but just by shooting? i think i killed myself that way. hmm.
parser, your underslinger sounds lethal... i like it!
Per se, it's possible. The Disruptor primary projectiles perform a constant HurtRadius every 0.1sec, so even a graze shot will hurt you slightly. But even with the speed combo activated you're too slow to actually hurt yourself with it. It is possible though, if you jump from a high spot, gather some falling speed and fire downwards.
I think mine's more or less done now. Got the damage types in, finalised it, but I just need to give it a quick test online. Hopefully it'll be in your inbox by tomorrow.
Ok, I got it working. Just needed to turn the exec function into a simulated function then replicate it clientside.
If anyone else is having problems with their exec commands working clientside in netplay, do this:
[*]Turn exec function SpecialButton() into exec simulated function SpecialButton()
[*]Now add some server to client replication:
Code:
replication
{
reliable if ( Role < ROLE_Authority )
SpecialButton, bAlternateFire;
}
The bAlternateFire bool is just my toggle for switching between the two alt fire modes.
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