Gizzy wrote:In the first map (VRikers) when you go down the corridor where the wire hangs down and damages the player, It's invisible for me, but I can still hear it buzzing and it damages me.
Renderer? Renderer settings posted to pastebin.com? Video hardware?
I can't tell you what the problems might be with visual stuff unless you give me details!
UBerserker wrote:ShockTrooper/Command are bugged when they die in the water. They explode but their body is still there with their last animation frozen.
Can't reproduce this. What renderer / settings are you using and under what circumstances does this happen?
[Edit] Happens in Oldskool SP games with the Oldskool gametype. Oldskool's carcass override causes it. I can fix it by doing my own override, but I'll see how many classes actually need this done before I decide to start doing further Oldskool workarounds.
By the way can you deactivate the Hell Hoes throughout Triggers
Yeah. They are toggleable.
Also regarding the EXUScriptedTriggers... are they supposed to repeat events? I mean, I need to have an Event retriggered after xx time. Setting BLoopScript=False, LoopDelay=time I need, Script=The event(?) - Is the EXUScriptedTrigger good for that? Unless the Dispatcher is good enough but I want to use EXU actors.
Honestly, I don't know much about ScriptedTrigger as that was UA's domain. I'd just use an EXUDispatcher set to loop X times (or infinite) and give it a proper delay at the end of the dispatch cycle.
Boss Tags? Do those still require specific textures with the written Boss Name?
Yes. Boss trigger stuff is unchanged for now.