Snags, i ran across a ... ahem... snag.
whenever i'd set bTriggerAllActors=true, then run the game, it would get reset to false. i'm pretty sure it was doing it on exit or seomthing because during the game the log echoed the setting from the ini.
if i could, i'd like to make a request to default this to on or to remove the toggle alltogether. Unless there's a mem-hog or superlag issue, there's a couple actors (triggeredplayerstarts for example) that aren't in the subset that will probably see a lot of work.
Wave Notifier Mutator (new issue)
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You mean the value in the ini file is getting changed? That is strange. There is no SaveConfig() call for that mutator, so I'm at a complete loss as to why it would be doing that.monsTo wrote:Snags, i ran across a ... ahem... snag.
whenever i'd set bTriggerAllActors=true, then run the game, it would get reset to false.
This isn't being set in the map is it? I know I made the value available via the config sheets in UEd, but I'm not 100% sure how that would relate to this.i'm pretty sure it was doing it on exit or seomthing because during the game the log echoed the setting from the ini.
There is a relatively large overhead associated with the AllActors() iterator compared to the DynamicActors() interator that is used when the bool value is false.if i could, i'd like to make a request to default this to on or to remove the toggle alltogether. Unless there's a mem-hog or superlag issue, there's a couple actors (triggeredplayerstarts for example) that aren't in the subset that will probably see a lot of work.
There is something *very* fishy happening here. The UT2004.ini file should never be updated by this mutator. It should only be read.
How are you setting the value?
We *will* get to the bottom of this.
Snaggle.
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So that brings us back to the recent topic at hand. Can someone go grab that mut off of UI and decompile it to see if it's Snaggles work? This way I know when we can open the store :cyclopsani:
Rich (TW)
Rich (TW)
* > Tommo