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Zombie Cave http://45.55.195.193/viewtopic.php?f=72&t=16510 |
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Author: | CrazyMLC [ Sat Sep 12, 2009 3:00 am ] |
Post subject: | 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. |
Author: | Samohan25 [ Sat Sep 12, 2009 7:48 am ] |
Post subject: | 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? |
Author: | CrazyMLC [ Sat Sep 12, 2009 9:05 pm ] |
Post subject: | 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. |
Author: | Geti [ Sun Sep 13, 2009 12:12 am ] |
Post subject: | Re: Zombie Cave |
so test other weapons and come back? |
Author: | AGENT15 [ Sun Sep 13, 2009 12:28 am ] |
Post subject: | 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. |
Author: | CrazyMLC [ Sun Sep 13, 2009 4:15 am ] |
Post subject: | 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. |
Author: | CrazyMLC [ Sun Sep 13, 2009 10:19 pm ] |
Post subject: | Re: Zombie Cave |
Alright, it seems that an actor I use freezes it. No lua. I have no idea why. |
Author: | Samohan25 [ Thu Sep 17, 2009 7:42 am ] |
Post subject: | Re: Zombie Cave |
Can I see the actor? It may be any Lua or some missing info. |
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