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ChaosUT PR3.7 breaks my GameRules

Posted: Wed Jul 26, 2006 3:12 am
by DaWrecka
I'm an UnrealScript coder, and among other things I have a custom GameRules which operates entirely within PreventDeath(). Suffice it to say that after it stopped working when I had Chaos UT in the mutator list, I did some investigating. I quickly found the culprit: ChaosRelicGameRules.PreventDeath() has no call to Super.PreventDeath() and it doesn't call NextGameRules.PreventDeath() either. Net result; any GameRules which performs processing in PreventDeath() and is in the list after a ChaosRelicGameRules won't get the opportunity to intercept the death.

I pass this on in hope it will be fixed in the next release.

Posted: Wed Jul 26, 2006 5:17 pm
by jb
Ummmm...yea....well.... its a Feature not a bug :)


/me goes and covers up his error quickly and whistles....

Thanks for the info and will correct it!

Posted: Fri Jul 28, 2006 1:57 pm
by jb
FYI,

I have tweaked the relics prevent death to play nicer with other mods. The reason we removed this"

We were working on the relics right as we were trying to finnish off a build for the MSU contest. So we did not have lots of time to test everthing. The vengence relic should only go off it the player really dies, so we had to figure out a way to do that if someone else has another mut that also is trying to prevent death or do some work when the player dies. Since time was short and we could not test it enough, we took the simpler route and just made it ignore any other mods/mut prevent death calls. I know not the best way to handle it but again under time/date deadline back then....

Posted: Sun Jul 30, 2006 6:34 am
by Romulus777
It's amazing what you can learn from reading on a forum. I was working on a mod and I came across the same problem. thx for fixng the problem er uh...feature jb.