CUT2:PR3.0 Bug Report Thread
We have a new Chaos Arena mut in and working for this type of thingKaboodles_The_Assassin wrote:I have another bug:
Chaos weapons and the Arena Mutator don't seem to mix. When I try to do some sort of Chaos weapon Arena, the weapon pickups all disappear, so you only have the grapple hook and any ammo that your friends or enemies drop when they die.

Jb
Re: Weard bug
hmmm no response??? while everybody els gets a responsen00blike wrote:Advanced Weapon Option Button not working online (it does work offline)
Here is a link to zoefff's (Darkmatter) post in the official atari forum.
Here is zoefff's post that he coudn't register:
Originally posted by zoefff
yes, i know that this is a very unknown issue but when it got released and found the bug i thought someone els would post the bug and get an awnser but it apears i am the only one with this bug
and no, i can't register there because it won't give me a confirmation email to activate my acount
but thnx anyway for youre time
-zoefff
- n00blike


I'll get some more info then...
Here is zoefff's log file of trying to cami and trying to get lazer guided rockets:
<snipped by RFlagg>
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- Posts: 30
- Joined: Wed Jun 09, 2004 5:49 am
I was actually goofing off online last night with the guy you're referring to, who cannot use his AWO key. (he had a dif nic at the time though, I believe) We were ....,
well anyway, I asked him to mail me his log file and user.ini, and if he does, then we will edit down that post. (and maybe even sooner)
well anyway, I asked him to mail me his log file and user.ini, and if he does, then we will edit down that post. (and maybe even sooner)
Ok, if that's true, then yes, perhaps we should see if shuri or someone can make it so that pressing that key returns our defaults.
But come on...., reinstall just to get the default keys back? I mean, I suppose you could, but you could also just go ahead and bind the keys that you want couldn't you?
If you really want to know what the default keys were, they are listed in the readme.
FireFly, I don't think we have added in yet any credit for killing turrets, no matter how you kill them. Or if they did get that in yet, I haven't even noticed.
One thing I'm wondering about though is how to treat the two sizes. I mean, is it too much to allow 2 points for killing big turrets, so that small turrets can get 1 point? Or should we maybe give you one point for killing a big turret, and 10 adrenaline for killing a small one?
But come on...., reinstall just to get the default keys back? I mean, I suppose you could, but you could also just go ahead and bind the keys that you want couldn't you?
If you really want to know what the default keys were, they are listed in the readme.
FireFly, I don't think we have added in yet any credit for killing turrets, no matter how you kill them. Or if they did get that in yet, I haven't even noticed.
One thing I'm wondering about though is how to treat the two sizes. I mean, is it too much to allow 2 points for killing big turrets, so that small turrets can get 1 point? Or should we maybe give you one point for killing a big turret, and 10 adrenaline for killing a small one?
R.Flagg wrote:FireFly, I don't think we have added in yet any credit for killing turrets, no matter how you kill them. Or if they did get that in yet, I haven't even noticed.
One thing I'm wondering about though is how to treat the two sizes. I mean, is it too much to allow 2 points for killing big turrets, so that small turrets can get 1 point? Or should we maybe give you one point for killing a big turret, and 10 adrenaline for killing a small one?
Turret Scoring was coding in awhile back ago. I did a few quick tests at the time and saw that I got the proper credit (scores). So kind of left it alone since then. Which means it may be working fine or it may be horrible busted

Code: Select all
//=============================================================================
// ScoreKill
// Used to dish out points when a turret goes by-by
//=============================================================================
function ScoreKill(Controller Killer)
{
local int ScoreFactor;
// Get the base score for this kill, with a bigboy being the big turrets = more score
if (bIsABigboy)
ScoreFactor = 2;
else
ScoreFactor = 1;
// if the killer is another turret, gets its owner info and use the turrets owner's info as the killer's info
if (Killer.IsA('TurretController') && TurretController(Killer).Cannon.InstigatorController != None)
Killer=TurretController(Killer).Cannon.InstigatorController;
// Make sure the killer was not the owner
if (Killer == InstigatorController)
ScoreFactor = ScoreFactor * (-1);
// Ok pass out some points based off the game type, condsider good o'l DM as its easy :)
if (Level.Game.IsA('xDeathMatch'))
Killer.PlayerReplicationInfo.Score += ScoreFactor;
// Check for team games now, only give pts in team death match for now, but give individual points
else if (Level.Game.IsA('TeamMatch'))
{
// Give team points only in Team DM
if (Level.Game.IsA('xTeamMatch') && !Level.Game.IsA('ChaosTeamKotH'))
Killer.PlayerReplicationInfo.Team.Score += ScoreFactor;
// Ok now hand out individual points
Killer.PlayerReplicationInfo.Score += ScoreFactor;
}
}
Jb