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Re: Crus

Posted: Mon 09 Jun , 2014 5:07 pm
by Azarael
In the absence of any better solution, a volume to destroy Redeemers and their warhead class entering it seems like the way to go.

Re: Crus

Posted: Mon 09 Jun , 2014 5:23 pm
by proof
If youre planning on making a volume you might wanna take the limitation volume as template since that one can be set to destroy all projectiles (unfortunatly not to destroy individual projectile types).

Re: Crus

Posted: Mon 09 Jun , 2014 5:46 pm
by Calypto
Yes, you want a limitation volume.

Re: Crus

Posted: Mon 09 Jun , 2014 10:58 pm
by iZumo
Azarael wrote:In the absence of any better solution, a volume to destroy Redeemers and their warhead class entering it seems like the way to go.
Maybe trace explo. location - victim (using the deemer projectile class, so blocking volumes will end up blocking the trace)? I think FastTrace with zero extent should do the job (will bail only on level geometry).

Re: Crus

Posted: Wed 11 Jun , 2014 1:05 pm
by Azarael
Izumo_CZ wrote:Maybe trace explo. location - victim (using the deemer projectile class, so blocking volumes will end up blocking the trace)? I think FastTrace with zero extent should do the job (will bail only on level geometry).
Radius damage uses VisibleCollidingActors, implying FastTrace. I wonder if bBlockZeroExtentTraces will work...
class HitScanBlockingVolume extends BlockingVolume;


defaultproperties
{
bWorldGeometry=false
bBlockZeroExtentTraces=true
}

Re: Crus

Posted: Wed 11 Jun , 2014 8:43 pm
by Crusader
If you remove the ban I'll pay an ice cream

Re: Crus

Posted: Wed 11 Jun , 2014 11:06 pm
by iRobot
Crusader wrote:If you remove the ban I'll pay an ice cream
too bad vanico isnt an admin

he loves the ice cream

Re: Crus

Posted: Thu 12 Jun , 2014 2:22 am
by Calypto
Crusader wrote:If you remove the ban I'll pay an ice cream
500 Euros to the LDG Paypal.

Re: Crus

Posted: Thu 12 Jun , 2014 9:16 am
by iZumo
Or 200E to Izumo.

trollface

Re: Crus

Posted: Mon 16 Jun , 2014 12:04 pm
by Crusader
I'm still banned :@