Misc Map Changes Thread..for little glitches and annoyances...

Discuss and provide feedback on Maps.
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YEAAAHHHHHHHHHH
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by YEAAAHHHHHHHHHH »

pooty wrote: Wed May 31, 2023 3:18 pm
Yeah I seem to always klunk my flyer on the invisible towers on either side of the cores on MassDestruction.
Yeah I put those in, marked by the lower level towers, probably not as cleanly as I should have, to block the sneaky, spawnkillers (you know who they are) from taking the Omega, Ifrit behind the core and spawnkilling all the vehicles over and over and over again. Probably should have had some kind of visual effect...or just put some kind of dome around the core.
Put in a couple of these:
https://www.youtube.com/watch?v=lfsMMVgIToA
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Enyo
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by Enyo »

Thanks for the info on the meshes vs blocking volumes, makes perfect sense. Sucks that it’s a ton of work to fix everything, but it’s not even close to the most important thing to deal with on the server. Any chance we could fix a small number primary issue spots, like say those Nevermore crossbeams?
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

So I think the problem with rolling on randomizers is this. If the vehicle isn't random, its part of ONSForcedVehicleFactory -- the ones that don't get randomized (eg. Mino on Minus, Tiamat on JY), those don't get replaced, because even though I think its setting
SVehicleFactory(Other).VehicleClass = class'CSMinotaur.Minotaur';

The ONSForcedVehicleFactory needs .DefaultVehicleClass set--not sure why but that's how it works. I can fix it all with one line in VehiclePack, at the bottom of the first if

if (factory.IsA('ONSForcedVehicleFactory')) ONSForcedVehicleFactory(Other).DefaultVehicleClass = SVehicleFactory(Other).VehicleClass;

Its also why the vehicles on Tryant-Rando didn't get replaced, they are all forced factories.

There's also a bug in the LinkTank replacement I added so I'll fix that too.
Any chance we could fix a small number primary issue spots, like say those Nevermore crossbeams?
Yep, maybe start a new thread with a list...
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by captainsnarf »

To do this

Code: Select all

if (factory.IsA('ONSForcedVehicleFactory')) 
    ONSForcedVehicleFactory(Other).DefaultVehicleClass = SVehicleFactory(Other).VehicleClass;
you'll need to make VehiclePack package depend on whatever package that class comes from. I think that package just needs to be listed in the list of EditPackages before VehiclePack and then it should work.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

Yep except it doesn't work. I have ONSForcedVehicleFactory Class in the packages compiles..

if (factory.IsA('ONSForcedVehicleFactory')) // then evaluates to true , good
BUT
ONSForcedVehicleFactory(Other) is always None. WTF. Other isn't None, and if I log (Other) its ONSForcedVehicleFactory(n).

Not sure why class casting isn't working right? I mean it correctly does the IsA which means that Other class type is that so the next line should never be None.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by captainsnarf »

Shouldn't it be

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ONSForcedVehicleFactory(factory).DefaultVehicleClass = SVehicleFactory(factory).VehicleClass;
Your first check is using 'factory' but the others reference 'Other'.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

// Check for ONSForcedVehicleFactories
if (Other.IsA('ONSForcedVehicleFactory'))
{
ONSForcedVehicleFactory(Other).DefaultVehicleClass = SVehicleFactory(Other).VehicleClass;
}

Produces:

Warning: MutSnarfVehiclePack ONS-Tyrant-)o(-Randomizer-V1.MutSnarfVehiclePack (Function CSVehiclePack.MutSnarfVehiclePack.CheckReplacement:0441) Accessed None 'Other'
Warning: MutSnarfVehiclePack ONS-Tyrant-)o(-Randomizer-V1.MutSnarfVehiclePack (Function CSVehiclePack.MutSnarfVehiclePack.CheckReplacement:0449) Attempt to assign variable through None

For every ForcedFactory...

Which makes no sense. If other is a ONSForcedVehicleFactory then ONSForcedVehicleFactory(Other) shouldn't be None and should return the ONSForcedVehicleFactory class... but it don't.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

Yep even this at the top
fvfactory = ONSForcedVehicleFactory(Other);

Always returns None, even if Other.IsA('ONSForcedVehicleFactory') is true.

The code for ONSForcedVehicleFactory is pretty light:

Code: Select all

//=============================================================================
// ONSForcedVehicleFactory.
//=============================================================================
class ONSForcedVehicleFactory extends ONSVehicleFactory
	placeable;

var() class<Vehicle> DefaultVehicleClass;
var() float DefaultSpawnTime;
var() bool bIgnoreVehicleRandomizer;

defaultproperties
{
	Mesh=SkeletalMesh'ONSVehicles-A.HoverTank'
}
Also in VehiclePack Code:
local class<ONSVehicle> vehicleClass;

Should probably be local class<Vehicle> instead as the defintion in SVehicleFactory is:
var() class<Vehicle> VehicleClass;
Not that it should affect anything since I think all the vehicle factorys are usually ONSVehicleFactory (or extentions).
Edit: Oh, need that for the Mino skins correction.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by captainsnarf »

I started modding the trickboard grapple to have different graphics than the link beam, but I kind of gave up quickly. I'm not having a lot of motivation for modding vehicles these days. It will probably come back but I'm just not feeling it lately.

Image
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by Super Sanka »

Freeze/freon flyer is more important imo :D
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