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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    46

    Default Corpses poofing upon death...

    I've been having this problem for awhile. Previously it was corpses "falling" through static meshes that I had put in my own package but now instead of seeing the corpses fall through, they simply vanish with no trace no matter where a player is killed on my map. (Including over terrain, static meshes that are part of the epic packages and normal BSP with ONE exception which is the large staircase going up corpses fall down on the stairs like normal. I have no idea why it works there but nowhere else.

    Here is a link to the map download if anyone would like to look at things for themself and direct me to the fix.

    http://nalicity.beyondunreal.com/map_hub.php?mid=7061

  2. #2
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    46

    Default

    Anyone? :cry:

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2004
    Posts
    227

    Default

    I loked at the problem, but couldnt find out what's going wrong:/.
    What did you change to try and get karma to collide with the static meshes?

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    46

    Default

    I set the static mesh as the collision mesh. Didnt work, plus it seems to have borked up things everywhere else.

  5. #5
    MSgt. Shooter Person
    Join Date
    Jan 2004
    Posts
    227

    Default

    Emm, isnt that overkill lol. Have you got a build before you added whole meshes as colission?

  6. #6
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    46

    Default

    The meshes were pretty simple. I do have a build before that but it had the same problem.

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    46

    Default

    Neat, I found one of my own backups that was "finished" before making whatever change that borked up the corpse problem throughout the map and added a few blocking volumes below the meshes that were causing problems and rebuilt the map to it working perfectly.

    Whatever the problem was, it had something to do with making the static mesh its own collision mesh.


 

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