Split Topic - Select posts to split.

Please select which posts you wish to split.
Pages: [1] 2 3
  • -> Re: BehemothProgrammer's MP addons v1.0 by Victorious_Games
    July 24, 2018, 11:58:48 AM
    Oh ok. Thanks for looking into that. I guess I'll have to do without. I only wanted that event type for the new alternate fire attack for the Sunfire Pods. I'm not gonna sacrifice the ability to spawn more enemies via script or the new damage and death skins I'll be adding for that one weapon. They can just blow up for all I care.
  • -> Re: BehemothProgrammer's MP addons v1.0 by BehemothProgrammer
    July 24, 2018, 11:46:20 AM
    Seems it doesn't do the Nuke effect on enemies if they have a ScriptComponent attached to them.
  • -> Re: BehemothProgrammer's MP addons v1.0 by Victorious_Games
    July 21, 2018, 07:38:16 PM
    Yeah even after removing that dot I still got errors for some reason. I went about getting what I wanted another way. It's all good.

    Please check into that NUKE event type 33. Something changed after I started using your script set up as a base. I really don't know why it happened either.
  • -> Re: BehemothProgrammer's MP addons v1.0 by BehemothProgrammer
    July 21, 2018, 07:11:26 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.
    You have a period before .Particle

    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?
    I don't know. I'll have to look into that sometime.
  • -> Re: BehemothProgrammer's MP addons v1.0 by Victorious_Games
    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?
  • -> Re: BehemothProgrammer's MP addons v1.0 by Victorious_Games
    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.
  • -> Re: BehemothProgrammer's MP addons v1.0 by ilgm
    July 21, 2017, 08:23:48 PM
    Oooh so it was the playermodels I had. Thanks for the help, fixed now
  • -> Re: BehemothProgrammer's MP addons v1.0 by BehemothProgrammer
    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.
  • -> Re: BehemothProgrammer's MP addons v1.0 by ilgm
    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

  • -> Re: BehemothProgrammer's MP addons v1.0 by BehemothProgrammer
    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.

Selected posts (reset selection)

The posts below will form a new topic after splitting.
Pages: [1]


SimplePortal 2.3.6 © 2008-2014, SimplePortal