Dynamic crosshair not working after compile

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Wed 08 May , 2019 9:04 pm

Ow and 1 more thing
Is there a way to disable weapon drop on death?
I seen a old mutator doing just that but sadly the downloads are long gone :shock:
Is it hard to create a simple mutator to disable weapon drop on death?

Kind regards
(NL)NOOTLORD

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Den
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Location: Russia, Санкт-Петербург
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Re: Dynamic crosshair not working after compile

Post by Den » Thu 09 May , 2019 12:32 am

For DM sure I've configured it either in game settings or with one of classic mutators like UTComp

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Thu 09 May , 2019 11:35 am

Hmm i am pretty sure i never seen the option for it
There is a option to disable weapon throwing but thats only disables manuall weapon throwing not when the player dies.
It could be i missed a setting in UTcomp somewhere.
Thanks for the info i will look into it

Kind regards
NOOTLORD

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NOOTLORD
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Re: Dynamic crosshair not working after compile

Post by NOOTLORD » Wed 15 May , 2019 8:08 pm

Quick update
I can edit some default propeties primaryfire classes for some guns fine but many crash the editor when i try to save them
What i notice when it tries to save Ballsticprov55.u tmp it crashes this is the log:
Log: Moving 'Save.tmp' to 'BallisticProV55.u.tmp'
Cmd: editdefault class=R78PrimaryFire
Cmd: OBJ SAVEPACKAGE PACKAGE="BallisticProV55" FILE="BallisticProV55.u"
Critical: FArchiveSaveTagExports<<Obj
Critical: FPropertyTag::SerializeTaggedProperty
Critical: SaveStream
Critical: UStruct::SerializeTaggedProperties
Critical: (Instigator[0])
Critical: UClass::Serialize
Critical: (Class BallisticProV55.M50PrimaryFire)
Critical: FArchiveSaveTagExports<<Obj
Critical: FPropertyTag::SerializeTaggedProperty
Critical: SaveStream
Critical: UStruct::SerializeTaggedProperties
Critical: (FireModeClass[0])
Critical: UClass::Serialize
Critical: (Class BallisticProV55.M50AssaultRifle)
Critical: FArchiveSaveTagExports<<Obj
Critical: TagExports
Critical: UObject::SavePackage
Critical: UEditorEngine::Exec_Obj
Critical: UEditorEngine::Exec
Critical: (OBJ SAVEPACKAGE PACKAGE="BallisticProV55" FILE="BallisticProV55.u")
Critical: UUnrealEdEngine::Exec
Critical: WBrowserActor::OnCommand
Critical: WWindow::WndProc
Critical: WWindow::StaticProc
Critical: MessagePump
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError

Is seems to be it cant move save.tmp to the actor but in the log its pointing towards a random primaryfire class without any clear indication why it does that...

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