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Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Posted: 28 Mar 2016, 11:58
by UB_
That worked, thanks!

Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Posted: 28 Mar 2016, 23:28
by FXANBSS
@Waffnuffly: I meant about the flare object, not the projectile, the object itself. :P
You can hit Unreal flares with a weapon if they are not picked up, unlike EXU Flares.

Idk if this can help in something anyway, probably can help in something not related to EXU2, for example: lol i will launch a nuke, OH NO, there is a wall of flares... BOOOm in the face XD

Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Posted: 28 Mar 2016, 23:36
by Buff Skeleton
FXANBSS wrote:@Waffnuffly: I meant about the flare object, not the projectile, the object itself. :P
You can hit Unreal flares with a weapon if they are not picked up, unlike EXU Flares.

Idk if this can help in something anyway, probably can help in something not related to EXU2, for example: lol i will launch a nuke, OH NO, there is a wall of flares... BOOOm in the face XD


Wait, really? You can shoot flare Pickups? :o

OK, they have bBlockProjectiles set to true, but don't actually detonate when shot. Just collision, for some strange reason. Oh, you know what - it's probably because the flare item itself is what you throw when you use a flare, whereas EXU spawns a projectile and destroys the item. Much better that way, though, from a technical perspective. Stock Unreal flare code is nightmarish, and behaves poorly online.

Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Posted: 09 Apr 2016, 00:38
by Buff Skeleton
Lockin' per request. UB's slick new thread can be found here! viewtopic.php?p=71807