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Re: DM-Crossfire-Extended - some problems

Posted: Mon Apr 05, 2010 8:08 pm
by DW_Ant
Apok@lypse wrote:Maybe, we can test map or i will send you an email, how you can open that secret place.
No, please don't tell me the secret. It's been awhile since I had to break a puzzle. I'll figure it out, don't worry ;)

Re: DM-Crossfire-Extended - some problems

Posted: Wed Apr 07, 2010 3:01 pm
by DW_Apok@lypse
Ok, if there are some questions please ask :ssmile: .

Does the new version of map work? :sitwasntme:

Apo :sbigsmile:

Re: DM-Crossfire-Extended - some problems

Posted: Thu Apr 08, 2010 5:20 am
by JulianKingOfNothing
Not at all, doesn't show up in my map list.

Re: DM-Crossfire-Extended - some problems

Posted: Thu Apr 08, 2010 5:21 am
by JulianKingOfNothing
Not at all, doesn't show up in my map list.

Re: DM-Crossfire-Extended - some problems

Posted: Thu Apr 08, 2010 8:09 pm
by DW_Apok@lypse
Maybe, because of the hoverboard.

Julian try to open map in Unreal Editor. If you open the Editor there must come an error message. Copy the error message and post it.
Thanks :ssmile: .

If anyone else got same problem please post.


Apo :sbigsmile:

Re: DM-Crossfire-Extended - some problems

Posted: Fri Apr 09, 2010 1:41 am
by DW_Ant
The vehicle factory you placed in your map is myleveled (like the miniboss actor). Even though you may not have the hoverboard or the miniboss itself, anyone should be able to run the map fine.

Apo, if you can, try to get on vent Friday night (you can stay up right?) There's something really strange about your map that needs addressing.

Re: DM-Crossfire-Extended - some problems

Posted: Fri Apr 09, 2010 5:17 am
by DW_Apok@lypse
Ok, i will try to be online on vent :thumbright: .

Apo :sbigsmile:

Re: DM-Crossfire-Extended - some problems

Posted: Sat Apr 10, 2010 3:27 pm
by DW_Apok@lypse
Ant, i put the cage in center a bit higher and the mover (you know :swink: ) to set to 15 seconds. But i forgot the other things :sbigsmile: .
Can you please post the errors :ssmile: , thank you very much, it was very cool yesterday :thumbright: .

Apo :sbigsmile:

Re: DM-Crossfire-Extended - some problems

Posted: Sat Apr 10, 2010 4:15 pm
by DW_Ant
I didn't write it down, but I'll tell you from what I remember
  • Set the LifeSpan to the AAA emitters equal to 10. In the actor class browser, right click your emitter class, go to default properties, advanced, LifeSpan. Funky thing about editing default properties through the editor is that it will not visually show your changes, but you'll just have to select that number type in ten and imagine that it's updated. To double check to see if it's applied, close the default properties, then reopen it.
  • Have the blank sky scraper block Karma Collision. If this is myleveled, be sure to verify if bUseSimpleKarmaCollision is set to false in the static mesh browser
  • Disable Karma Collision on light posts
I think that was it, just fixing the packetloss problem is the biggest problem here. I could be forgetting something, but I'll be sure to let you know if something comes back to mind.[/color]

Re: DM-Crossfire-Extended - some problems

Posted: Sat Apr 10, 2010 7:09 pm
by DW_WailofSuicide
Here's an example emitter that I know will die off properly in online play. I just want to go over a couple of the properties.

Code: Select all

defaultproperties
{
     Begin Object Class=SpriteEmitter Name=SpriteEmitter0
         UseColorScale=True
         RespawnDeadParticles=False
         UniformSize=True
         AutomaticInitialSpawning=False
         ColorScale(0)=(Color=(R=255,A=255))
         ColorScale(1)=(RelativeTime=1.000000,Color=(R=255,A=255))
         CoordinateSystem=PTCS_Relative
         MaxParticles=20
         StartLocationShape=PTLS_Sphere
         SphereRadiusRange=(Min=75.000000,Max=75.000000)
         StartSizeRange=(X=(Min=12.000000,Max=12.000000),Y=(Min=12.000000,Max=12.000000),Z=(Min=12.000000,Max=12.000000))
         InitialParticlesPerSecond=5000.000000
         Texture=Texture'AWGlobal.Coronas.FogFlare01aw'
         LifetimeRange=(Min=1.250000,Max=1.250000)
         StartVelocityRange=(X=(Min=60.000000,Max=60.000000),Y=(Min=60.000000,Max=60.000000),Z=(Min=60.000000,Max=60.000000))
         GetVelocityDirectionFrom=PTVD_StartPositionAndOwner
     End Object
     Emitters(0)=SpriteEmitter'SpriteEmitter0'

     AutoDestroy=True
     bNoDelete=False
     bNetTemporary=True
     RemoteRole=ROLE_DumbProxy
}
RespawnDeadParticles = False --This is more behavioral than optimization, but basically your emitter has a set number of particles (in this case, MaxParticles = 20). If RespawnDeadParticles is true, then once one of those 20 particles dies out (it reaches the end of its Lifetime as defined in LifetimeRange). I use this on pretty much any emitter where I know how long it's going to last.
AutoDestroy = True -- This goes hand in hand with RespawnDeadParticles=False - Once this emitter is out of particles, it will automatically destroy itself.
bNoDelete = False -- This pretty much has to be false for any emitter other than a simple, always-on level effect emitter.

bNetTemporary = True -- Basically this setting tells Unreal Engine that this actor doesn't have any properties it needs to replicate except on creation. Basically, optimizes the emitter - However this may not be good for emitters that are triggered on and off, I have not tested it. (See: http://wiki.beyondunreal.com/Legacy:Act ... 9/Advanced for more info on bNetTemporary)
RemoteRole=ROLE_DumbProxy -- Another optimization setting, setting an actor as Role_DumbProxy tells the engine not to worry about replicating any function calls. It's probably fairly rare for an emitter to be making any function calls at all, but there are some cases where it's necessary. I suspect triggerable emitters in online games may not work using Role_DumbProxy, in which case they should be Role_SimulatedProxy (they probably are by default anyway).