ChaosUT2 Melee doesn't work right with UT2003RPG. It generates a whole lot of Accessed None errors in the log and the animations don't work properly. The problem is the use of the following statement (or similar) in the various melee weapons' WeaponFire subclasses:
This doesn't work for UT2003RPG because Instigator.Weapon is never going to be a MeleeSword. However, there's no reason to use Instigator here, as WeaponFire has a Weapon property. This code should work:
eh? um are you using it in dual? .... I don't get it it should cause the weapons to swing so fast that you don't even see the swing animation.
coolest thing to see so far though, is when a bot picks up and uses the boots of flight artifact and is flying around you swinging a sword I was like ... what the!?!?
Last edited by NeoNight on Sun Dec 07, 2003 6:12 pm, edited 1 time in total.
NeoNight wrote:eh? um are you using it in dual? .... I don't get it it should cause the weapons to swing so fast that you don't even see the swing animation.
I'm turning that off for the next beta version because it was seriously screwing up the hit detection.
I got it to work (or rather, not work). I had to turn up the speed to 200% but its kinda interesting, it seems the daggers are immune to the effect unless you turn the speed waay up.
Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
Shadowstar wrote:Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
Shadowstar wrote:Well, if we could make it modify the animation rate, that would fix it, but since that won't work, what about having it increase the number of traces per second, so one swing might generate more "hits" with a high value, than a swing at a lower value? Seems to be a good way to simulate the effect anyway.
Rob we could do that but right now that was set to a hard value instead of a var. After doing much testing 20 itterations seems to be a good balance. Remember that in each pass it has to do anywhere from 4 to 7 traces which could start to impact performance. Its something that we may look at in the futrure (changing the the sweep value to a var).