Link Nuke Flipping...
- pooty
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Link Nuke Flipping...
Mostly for Snarf, the link nuke that flips on Minus-Kitchensink is probably because that map uses different node actors, instead of using default ONSPowerNodeNeutral it uses ONSPowerNodeSpecial from https://wiki.beyondunreal.com/User:Worm ... htSpecials
- captainsnarf
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Re: Link Nuke Flipping...
Is there a .u file for ONSPowerNodeSpecial somewhere or is it embedded in the map? I believe it's also in ONS-Goliath and ONS-Pistola (mine). TotalBurn helped me with Pistola so I'm not sure how he added it. Maybe copy/paste from another map?
- YEAAAHHHHHHHHHH
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Re: Link Nuke Flipping...
The link is not supposed to flip a node, correct?
I was under the impression we changed it so that it only builds or destroys a node and not both. It seems to sometimes do both but I can't find a pattern as to why. I thought it was when I'd shoot next to a node and not directly at it, but that failed once at a critical moment on Minus last night.
I was under the impression we changed it so that it only builds or destroys a node and not both. It seems to sometimes do both but I can't find a pattern as to why. I thought it was when I'd shoot next to a node and not directly at it, but that failed once at a critical moment on Minus last night.
- pooty
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Re: Link Nuke Flipping...
It's embedded in the map but there's three versions on the server, not sure which one was embedded, was before my time.Is there a .u file for ONSPowerNodeSpecial somewhere or is it embedded in the map?
http://www.omnipotents.com/omni-ut2004- ... ials.u.uz2
http://www.omnipotents.com/omni-ut2004- ... als2.u.uz2
http://www.omnipotents.com/omni-ut2004- ... _RNH.u.uz2
Those support things like countdown node (in Tyrant Randomizer) and variable sphere height above the node.
We think its because it uses a different power node and reacts differently...so we are trying to figure it out.I was under the impression we changed it so that it only builds or destroys a node and not both. It seems to sometimes do both but I can't find a pattern as to why.
- captainsnarf
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Re: Link Nuke Flipping...
Thanks pooty! I'll check it out when I get off work
- captainsnarf
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Re: Link Nuke Flipping...
Hmm, I went to decompress it and it turns out I already have them in my system folder. It's either OnslaughtSpecials2 or OnslaughtSpecials2_RNH. I don't have the first one so that's probably not it.
ONSPowerNodeSpecial.uc is nearly a thousand lines.
ONSPowerNodeSpecial.uc is nearly a thousand lines.
- captainsnarf
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Re: Link Nuke Flipping...
Ok, the bug *is* being caused by power node special. Confirmed.
Not sure what the fix is but at least we know why now.
Not sure what the fix is but at least we know why now.
- captainsnarf
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Re: Link Nuke Flipping...
Ok, this is fixed now.
- pooty
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Re: Link Nuke Flipping...
Did you check it into git?
Reason I ask is both Wraith/Odin have issues linking to those nodes (specifically the sphere, base works) and I think its related.
Reason I ask is both Wraith/Odin have issues linking to those nodes (specifically the sphere, base works) and I think its related.
- captainsnarf
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Re: Link Nuke Flipping...
Yes, it's checked in.
The fix was pretty small.
In HurtRadius, I checked the actor to see if it was a node, if it was enemy node, and if it had health > 0 ( so we were destroying a node). If true then I'd keep track of the node to know if we needed to heal it or not.
For whatever reason with ONSPowerNodeSpecial the health was already 0 so my > 0 check was failing. I changed it to check if CoreStage != 4 instead.
I did not check-in the ONSPowerNodeSpecial code. If you need it to examine, I used the ucc command to extract it.
The fix was pretty small.
In HurtRadius, I checked the actor to see if it was a node, if it was enemy node, and if it had health > 0 ( so we were destroying a node). If true then I'd keep track of the node to know if we needed to heal it or not.
For whatever reason with ONSPowerNodeSpecial the health was already 0 so my > 0 check was failing. I changed it to check if CoreStage != 4 instead.
I did not check-in the ONSPowerNodeSpecial code. If you need it to examine, I used the ucc command to extract it.
Code: Select all
ucc batchexport OnslaughtSpecial2.u class uc ..\OnslaughtSpecial2\Classes