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Forum Index -> Druids RPG Development Go to Page: Previous  1, 2
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BotFodder

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Been a while since I digged through code. If it turns out they don't, then it's no big deal (as long as there's "ammo" in the weapon when it's dropped).

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Szlat

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Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check?
TheDruidXpawX

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Szlat wrote:
I don't think they use ammo. 


I'm pretty sure they ignore the ammo count or add to it on their own. I'm thinking back to the deemer nalis and they seemed to have as many deemers as they could fire before they blew themselves up.

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TheDruidXpawX

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Szlat wrote:
Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check? 


I don't think that's the case. In the past when we've had the nali throw their weapons, players could pick them up, but they weren't infinite.

What I think happens, is that the "Weapon" isn't actually used at all. I believe the ammo class is simply loaded into the Nali..

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TheDruidXpawX

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I think they're working but they aren't showing the shaders on the weapons... I need to trigger something to activate those...

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Szlat

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TheDruidXpawX wrote:

Szlat wrote:
Interesting thought tho. I think the NaliFighter sets the AmmoPerFire to zero for the weapon. When the weapon is thrown, it probably doesn't get reset. So all Nali weapons would be infinite. Perhaps Dru needs to check? 


I don't think that's the case. In the past when we've had the nali throw their weapons, players could pick them up, but they weren't infinite.

What I think happens, is that the "Weapon" isn't actually used at all. I believe the ammo class is simply loaded into the Nali.. 
I did a few tests today, and all of the weapons I picked up from RPGNali have used up ammo. So, it looks ok.
Szlat

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I have been doing some tests recently mixing different types of monsters together to sort out wave configs, and have been testing using bots.

I seem to be getting quite a few crashes - almost every other wave. I haven't managed to pin it down yet. Configuring out the RPGNali seems to help a lot. Limited tests to date, but initial indications are it crashes with RPGNali, and doesn't without.

Whether this is a problem with the RPGNalis, or with the bots picking up the weapons, or just co-incidence, I don't know. More tests required.

Certainly one set of crashes seems to indicate a problem with RW_Vampire. Whether this was bots using them or Nalis I don't know.

I'll see if I can get some more information together. It might all be down to my system setup - wouldn't be the first time.

For the moment, I am just raising a 'possible problem' flag.
Szlat

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Yep, it looks like it's the RPGNali doing it.
It might not crash on Druid's server, as the config is slightly different.
But I suspect it will.
The last error I got was
Critical: UObjectProperty::CleanupDestroyed
Critical: (ObjectProperty Engine.Weapon.FireMode)
Critical: UStruct::CleanupDestroyed
Critical: (Class DruidsRPGcvs.RW_EnhancedEnergy)
Critical: CleanupRefs
Critical: ULevel::CleanupDestroyed
Critical: ULevel::Tick
But I have also had errors with RW_Rage and RW_Vampire

Plus a Nali with an EnhancedInfinity always generates loads of
Warning: RW_EnhancedInfinity DM-CBP2-Archipelago.RW_EnhancedInfinity (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'
errors.
TheDruidXpawX

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Weird... I wonder what's causing the crash... hrm...

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TheDruidXpawX

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Yup, if I use them, they crash the server. I cant see what's wrong with them though. Do you know what you were doing when they crashed you Szlat?

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Szlat

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TheDruidXpawX wrote:
Yup, if I use them, they crash the server. I cant see what's wrong with them though. Do you know what you were doing when they crashed you Szlat?
 
No sorry. Much too long ago for my memory
When I played with bots, it was difficult to pick up any pattern.

So I seem to remember testing with WaveMaxMonsters set to something like 2, and just myself playing to get a better idea of what was happening.
I have a feeling it was not to do with me picking up and using a weapon. I think it was to do with dropped weapons. I have a very vague feeling it was not the dropping of the weapons, but their destruction so many seconds later if not picked up that was causing it. But I couldn't say for certain.

A few posts higher, I noted what was in my log file. Function is CleanUpDestroyed (whatever that is). The property mentioned is Engine.Weapon.FireMode. I notice that the RPGWeapon class has some specific clearup code for setting the firemode to None in DestroyModifiedWeapon. Could that be related?
Could somehow the Nali original weapon be destroyed before the RPGWeapon? I notice Monster.uc destroys MyAmmo when it gets destroyed. Would this do it?
Just some ideas. Sorry I can't test in more detail at the moment.
Szlat

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As a test, it may be worth stopping the RPGNali dropping all weapons, and see if you still get crashes.
If it stops the crashes, then we could go live with them as such until we get time to sort out the dropped weapon problems.
 
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