Author Topic: BehemothProgrammer's MP addons v1.0  (Read 9989 times)

Offline Dinomite

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Re: BehemothProgrammer's MP addons v1.0
« Reply #10 on: July 13, 2017, 04:55:17 AM »
Probably a sync issue

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Offline ilgm

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Re: BehemothProgrammer's MP addons v1.0
« Reply #11 on: July 13, 2017, 12:41:40 PM »
I have bNetLatched on those particles to make sure they won't desync. That was also from testing on my own server, just starting up raptor fest with the purlinn gunner as the first spawn

Offline BehemothProgrammer

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Re: BehemothProgrammer's MP addons v1.0
« Reply #12 on: July 15, 2017, 01:58:19 PM »
I don't think it has anything to do with my mod. I didn't do anything with enemy particles. If it's a network thing, try starting a local game (which is offline) and see if the enemies hit you or not. I don't know what I could suggest that might be the problem.
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Offline ilgm

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Re: BehemothProgrammer's MP addons v1.0
« Reply #13 on: July 21, 2017, 03:20:51 PM »
Yeah it only happened online, and apparently only for me. So I think it just affects hosts
« Last Edit: July 21, 2017, 03:21:16 PM by ilgm »

Offline BehemothProgrammer

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Re: BehemothProgrammer's MP addons v1.0
« Reply #14 on: July 21, 2017, 04:42:06 PM »
I just tested it with the purlin gunner and he hits me fine. It must be something in combination with your mod. If you can send me it I can maybe see if I can help you fix it.
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Offline ilgm

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Re: BehemothProgrammer's MP addons v1.0
« Reply #15 on: July 21, 2017, 06:52:18 PM »
I just tested it myself and it works again, it really seems random. I uploaded the kpf with the gunner as the first spawn in raptor fest if you want to try it out anyway, I doubt it's a problem with your mod though
https://www.dropbox.com/s/9n5uro89eu0ozkg/dodgeballraptorfest.kpf?dl=0


Offline BehemothProgrammer

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Re: BehemothProgrammer's MP addons v1.0
« Reply #16 on: July 21, 2017, 07:45:05 PM »
Yeah it's your mods skinnedmeshs. The problem is you didn't enable interaction with the bones. In Fireseed if you click on the bone number and turn Flags 0 on then that means that bone is hittable. So you need to do that with the meshs you made.
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Offline ilgm

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Re: BehemothProgrammer's MP addons v1.0
« Reply #17 on: July 21, 2017, 08:23:48 PM »
Oooh so it was the playermodels I had. Thanks for the help, fixed now

Offline Victorious_Games

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Re: BehemothProgrammer's MP addons v1.0
« Reply #18 on: July 14, 2018, 04:47:50 PM »
Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
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Offline Victorious_Games

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Re: BehemothProgrammer's MP addons v1.0
« Reply #19 on: July 19, 2018, 08:53:50 PM »
Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
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