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Szlat wrote:
Thanks for the offer, but I submitted an implementation back in October - see here. Just waiting for the rollout.
October? Wow! I'm also here with you waiting for that implementation. Can't wait.
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dom60 wrote:
that would be a nice addition since I've had ppl drive my HB after I placed it where I wanted it ether with me in it or out doing things like building base or help'n ppl.
Right. This might not work for the Manta or variations of hovering vehicles either, since the player does enter for a single millisecond (the time between every Tick() in the UnrealEngine) and the vehicle does raise off the ground for that time and may fall off cliffs. The only real way to fix that would be to mod the vehicle classes themselves (DruidHellbender, DruidManta, etc.) and implement code in the function for entering the vehicle when used by a player, and if locked, notify the user and disallow entering.
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I coded a vehicle/turret lock artifact for engineers a while ago and it works just as intended. An engineer can enter a vehicle or turret they have built (can't lock vehicles/turrets that aren't theirs) and use the artifact while inside to lock it. When another player attempts to get inside they are immediately ejected and prompted with a "The vehicle is locked!" message. From there, only the creator of the vehicle/turret can get in and unlock it by using the same artifact. They may even lock the vehicle while inside it's passenger turret (lock the hellbender and get inside the shock turret, users still may not drive the hellbender). I am more than happy to share the code if this is to be implemented.
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dom60 wrote:
hey give him a break! he was on vaction doing the work for DC and he's back at REAL WORLD work so he can pay his bills! sides the wife probly drug him kicking and screaming from the comp to the Opera! or some such thing!
Ha thought so. I just wanted to make sure he wasn't dead.
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BUMPety BUMP.
Has anyone seen Szlat lately? I hear rumors that the build for DruidsRPG227 is dead and Szlat is on a never-ending vacation.
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So I had this little sweet-talk today with Marco - kidding, we got down to business.
Okay. First the cause:
An object based class has a pointer to a destroyed actor. Unlike actors, the pointer is not set to None, so it will crash with a NULL access pointer - well not NULL, but invalid pointer.
So as an example for fix for LimitBreakInteraction:
Code:
function PostRender(Canvas Canvas)
{
...
if (lbInv == None)
{
FindlbInv();
if (lbInv == None)
return;
if( lbInv.InteractionOwner!=None )
lbInv.InteractionOwner.lbInv = None;
lbInv.InteractionOwner = Self;
}
...
}
And then in LimitBreakInv:
Code:
var transient LimitBreakInteraction InteractionOwner;
simulated function Destroyed()
{
if( InteractionOwner!=None )
{
InteractionOwner.lbInv = None;
InteractionOwner = None;
}
Super.Destroyed();
}
The pointer needs to be set to None manually upon actor destroy.
So for in DruidsRPGKeysInteraction, the following should go in the PostRender function:
Code:
if (EInv == None)
FindEPInv();
if (MInv == None)
FindMPInv();
Marco wrote:
If whoever wrote that mod, SHOULD know how to fix the crash from the example I gave above. It's not even hard to fix for someone who knows the cause.
Let me show an example:
Code:
var SomeActor Actor;
function Something()
{
Actor = Spawn(SomeActor...);
Actor.Destroy();
Actor.SomeFunction();
}
If that code is executed on an actor based class it will throw script warning because when Destroy is called, Actor is set to None automatically by the engine, BUT if this code is in a non-actor based class, it won't set the Actor to None upon Destroy. So the result is an invalid pointer to an non-existing actor.
NULL = 0 = None
SomeActor = A memory reference = The actor name
It's all yours Szlat.
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The crash is caused by the interactions trying to be accessed after the player dies even after they are destroyed. Interactions are the HUD interface actors that display and interact with the inventory, which in this case are the EngineerPointsInv and MonsterPointsInv. So therefore, you will only be able to receive the crash if you purchase monster points or loaded engineer or any type of it since these abilities grant you these inventories and interactions. When a player dies, all inventories are destroyed, however, not all interactions are destroyed. For some reason, the interactions here are trying to be accessed after they are destroyed, resulting in a crash. The fix is to either set the interaction variables to none or add a none check, as I was told by Marco the last time I've seen him. Still, I have not run into him yet about this issue. I'll probably need to contact another friend of mine to contact him for me. His visits have been scarce recently.
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Elite wrote:
Yup ... still not fixed
Thanks for the notification, Elite. I'll ask Marco about it the next time I run into him.
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I'm sorry for BUMPing an ancient thread, but is this still not fixed? Players are really getting fed up with this crash and I have talked to Marco (aka .:.. about the error and he says it has something to do with the actor something in the Monster Points and Engineer Points interactions. If I remember correctly, he said something about it crashing when the client tries to access an interaction that doesn't exist anymore after the player dies. If this has not been fixed, then I will ask him for a slice of code. Irony is that for all I barely remember, it might have just been setting the interaction property to none after it is destroyed.
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dom60 wrote:
Ryuxen wrote:
Hehe. I remember doing this back when I was in my 40's... er... LEVEL 40's.
umm age dating yourself???
Lol what? O_o
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Ryuxen wrote:
OR let the fly follow you until you get near a sent specialist then take a sit and look how the sentinels take care of it while you eat popcorn.
Hehe. I remember doing this back when I was in my 40's... er... LEVEL 40's.
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dom60 wrote:
{TARD}-GAFFA wrote:
dom60 wrote:
LOL wait until you get married and have kids!....then see what time ya got for here! FOCROFLMAO!
someone who's married and has kids should'nt be on here anyway so go look after your kids before they rob my house when there older
IF my Girls try to that they would not have to worry about the police because I'd drop kick their butt to the moon!
LOL. Now THAT'S good parenting!!!
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dom60 wrote:
ummm easy as in NO flies DER!!!!!
I never said no flies. @_@
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dom60 wrote:
tgroombr wrote:
dom60 wrote:
tgroombr wrote:
Szlat wrote:
Killing the original fly should reduce the invasion monster count, killing one of the copies should not affect the monster count.
I see how this works, but I personally think it would make more sense to increase the monster count when a copy fly spawns and decrease it when a copy dies. This would have the copies count as new monsters and the waves would not progress unless ALL of these flies are squished.
thats just Szlat's twisted mind at work!! He's make'n ya WORK for map completion!!
Wouldn't working for map completion mean that you'd have to work by killing all the flies which would be considered more work as opposed to killing the mains? O_o
WHAT!!?!? ya want it EASY or something???
How's that easy? o_O
I don't see it being easier since there are some flies still left and are bigger than titans swimming around with only one person alive being easy, though watching lower-levels getting eaten by them the moment they spawn is funny every now and then.
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dom60 wrote:
LOL wait until you get married and have kids!....then see what time ya got for here! FOCROFLMAO!
I know right?
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