I've had this problem before and it is really frustrating me. I fixed a hammer projectile and it gets displayed but it doesn't deal any damage when it hits the enemy.
The hammer displays but it doesn't hit.
My bricks however used to display but now after tweaking them a bit they don't display anymore. It doesn't make any sence because the codes are so similar.
Any help would be appreciated, Thanks in advance.
Code:
//============================================== //BricklauncherHammerprojectile //============================================== class bricklauncherprojectiletwo extends projectile; #exec OBJ LOAD FILE=BrickLauncher.utx simulated function PostBeginPlay() { Super.PostBeginPlay(); if (Role == ROLE_Authority) { Velocity = Vector(Rotation) * Speed; } } defaultproperties { DrawScale3D=(X=1,Y=1,Z=1) Physics=PHYS_Projectile bFixedRotationDir=true DesiredRotation=(Pitch=12000,Yaw=5666,Roll=2334) Rotation=(Pitch=50,Yaw=0,Roll=0) Rotationrate=(Pitch=-45000,Yaw=0,Roll=0) DrawType=DT_StaticMesh StaticMesh=StaticMesh'BrickLauncher.Hammerprj' MaxSpeed=2750 CollisionHeight=20 CollisionRadius=7 Speed=2050 Damage=150 LifeSpan=18 }
My bricks however used to display but now after tweaking them a bit they don't display anymore. It doesn't make any sence because the codes are so similar.
Code:
//============================================== //Bricklauncherprojectile //============================================== class bricklauncherprojectile extends projectile; #exec OBJ LOAD FILE=BrickLauncher.utx var xEmitter NewTrail; simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); } simulated function Destroyed() { if (NewTrail != None) { NewTrail.destroy(); } Super.Destroyed(); } defaultproperties { DrawScale3D=(X=1,Y=1,Z=1) StaticMesh=StaticMesh'BrickLauncher.Brickprj' Physics=PHYS_Falling DrawType=DT_StaticMesh acceleration=-10 MaxSpeed=1750 Speed=1500 Damage=40 bBounce=false LifeSpan=12 CollisionHeight=50 CollisionRadius=80 }
Comment