[Weapon] Battery Launcher

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Pegasus
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Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

Re: [Weapon] Battery Launcher

Post by Pegasus »

Well, while I do have over a dozen design notes/docs on various outlandish concepts of differing scope n' implementation complexity (careful what you wish for :p), seeing how this is the wind-down preamble to the holiday season, the only issue I think it'd make sense to raise right now would be looking into the few lines of code that have been causing the Basilisk (and Poltergeist n' Helios SPMA too, IIRC) to have its heat ray beam emitter misaligned during the first (few?) tick(s) of its primary firing routine.
Given how much in common the implementation of the Basilisk's heat ray has with the stock link shaft beam, and looking at the code of several other custom vehicles that use similar firing emitters, I think the correct emitter positioning at both ends has something to do with a Beam.Instigator=None; preventative command being given somewhere early on in the weapon's tick function when the checks suggest it wasn't firing before, although I don't seem to list in my notes which class I've found that in (it's not from the early linktank or the link scorpion, but I do remember it's from a vehicle whose emitters do function properly online, ugh {Jan. 9th edit: finally remembered, it's from PPCTankFrontGun} {Apr. 19th edit: it's in ONSPRVSideGun's and RailgunTankTurret's SpawnBeamEffect functions too!}) :/. I'd been planning to do some trials on that soon for a different reason, but since this opportunity's come up, you giving it a look would certainly be a much quicker n' reliable proposition towards fixing it than me spending an entire evening on it and coming up short. Hopefully, this should prove straightforward enough to spot n' stamp out.
Eyes in the skies.
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