I have a vec that uses an emitter, defined as 'beam'. I have the following code in the vehicle's class:
The problem is, that once in a while the emitter remains after the end of a round in ONS. I noticed that occasionally this happend to the dust effects of the manta, but I don't recall seeing that recently, so I figured it was fixed in an update. Any idea of why the beam would still be sticking around? Thanks, Greg.
[Edit] Fixed my retarded spelling errors. .
Code:
simulated function Destroyed() { If (Beam != None) Beam.Destroy(); Super.Destroyed(); }
[Edit] Fixed my retarded spelling errors. .
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