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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Zombie Cave
Zombie Cave will freeze if I send an actor into the pit to activate the ronin assault, switch to my guard character, and start firing at the dropship with a modified napalm flamer.
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Sat Sep 12, 2009 3:00 am |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: Zombie Cave
Could it be the napalm flamer? Does it fire without crashing? And at what stage does it crash, when you fire, when the fire touches the ship?
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Sat Sep 12, 2009 7:48 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Zombie Cave
Ah, right. The flamer is just more powerful. The flamer works any other time without crashing. It only crashes when it hits the dropship. I've been able to reproduce it.
I haven't tested other weapons.
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Sat Sep 12, 2009 9:05 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombie Cave
so test other weapons and come back?
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Sun Sep 13, 2009 12:12 am |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: Zombie Cave
Does the flamer crash in skirmishes? If so, it could be too powerful, and perhaps (just a wild guess here) it is so powerful that when it hits a dropship some physics reaction crashes the game.
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Sun Sep 13, 2009 12:28 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Zombie Cave
I was using another weapon and it broke. It might be my actor but it only has a very simple script on it, one that I doubt would break anything.
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Sun Sep 13, 2009 4:15 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Zombie Cave
Alright, it seems that an actor I use freezes it. No lua. I have no idea why.
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Sun Sep 13, 2009 10:19 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: Zombie Cave
Can I see the actor? It may be any Lua or some missing info.
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Thu Sep 17, 2009 7:42 am |
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