PDA

View Full Version : A slow, lingering death problem! Stop it Please!



legacy-Eldraad
09-19-2005, 12:20 PM
An earlier problem I had concerned a constant loop on "Red/Blue Flag Returned" when the flag fell on a rotating mover seemed to be fixed by attaching a lava or kill volume to the mover which returned the flag right away with no loop problem.

The problem now is...

If a player lands on the rotating mover (a spinning two bladed arm with the axle in the middle) they start to take damage...and continue to take damage when they leave the area! I mean they can go clear across the map, grab the other teams flag and they are still dying! Blood is still spurting from their body AND it is still spurting ftom the top of the spinning blade on the other side of the map!

The damage is 1 point per second and there is enough health around to keep alive...but this shouldn't be. I have changed the damage type to a few different types but it is still happening.

I would rather not lose the spinning blade as that is one of the things I was basing my level on (it is a "Just for fun" map).

It is getting to the point where the map and all that time are heading towards the Recycle Bin...and a quick delete.

Any clues or ideas on how to stop the slow lingering death...but keep the flag reset?

Thank you!

Angel_Mapper
09-19-2005, 03:38 PM
What in the heck did you do to the editor? :cry:

I have never, ever heard of any of these errors that you've been getting.

legacy-Eldraad
09-19-2005, 09:52 PM
Angel_Mapper,

First...what I did to cause these problems.

I had created a static mesh that resemble two blades on a beam with center axle. I used it to create a mover that rotates with a encroach damage. It is not triggered but always running. There is one at each base. The first problem was if the Flag was dropped on the mover and a member of the owner team touched the flag. The flag would reset...and cause a loop of Red Flag Returned (or Blue). Only way to shut it up was to capture the flag again!.

I then found the flag would reset or return right away IF it is in a damage volume (lava volume with damage ON). So, I changed the static mesh into a brush and created a Lava volume from it that fit the mover and attached it to the mover. This is where the problem started...and the cause I think. The pivot point for the volume was in the center where the axle on the mover is. IF a player landed on the mover in the center or a short ways out it would trigger damage to the player. THAT damage continued as long as the player was alive! Blood would spurt up from the center of the mover and it was gory even while the player was fleeing for its life. It seems to be a problem with the complicated brush made from the static mesh. I am aware from your own tutorial how poorly the static mesh converter works in UT2004 but used it anyway at the time.

So, Flag on rotating mover causes a endless audio loop if returned by team mate, and player landing on top center of mover with damage volume dies a lingering death.

Silly fix: I removed the damage volumes from the spinning blades and replaced them with a damage volume that just fits the outer edge of the spin, with a damage of 0.0001. Landing on it and dying with the flag or dropping the flag here causes the flag to reset. Landing on the center of the mover still causes damage...but NOW it stops when you get off.

I imagine it had to do with the center pivot point of the complex volume brush and how the computer calculates damage in a volume...it seemed to lose the location and applies it to the last victim until death.

Well, sounds good to me... :D

Hope that gives you enough info on another way to cause ourselves problems!

Thanks for your reply!

Eldraad