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Sphere's stop inbound avrils?  XML
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TheDruidXpawX

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I see a report over in the RG forum that says the sphere's are stopping inbound avrils. I suspect it'll include some other projectiles too. Any idea on how to fix it?

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Szlat

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No idea.

I would expect the emitters to either always stop projectiles or never.

If it is always stopping them, I would guess there must be a flag somewhere to disable it in the emitter, but I don't know what it is. If anyone else does know, then help would be appreciated.

Is it just inbound ones which are affected I wonder? Because I am sure I have fired lots of flak secondaries through one.
TheDruidXpawX

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The report said it was only inbound ones, that they could fire out just fine.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Szlat

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I have tried a number of times to duplicate this on a test server, and haven't managed to. But the number of reports describing it means it must be true somehow.

It seems to be an intermittent problem, sometimes going in sometimes going out, sometimes avril othertimes not. I have seen mention of the invulnerability sphere and the healing sphere, so it probably applies to all three.

The sphere emitters should have the following settings:
bCollideActors: False
bBlockZeroExtentTraces: True
bBlockNonZeroExtentTraces: True
bBlockKarma: False
bBlockActors: False
bCollideWorld: False
bBlockPlayers: False
bWorldGeometry: False
bProjTarget: False
According to this reference http://udn.epicgames.com/Two/StaticMeshCollisionReference, this should mean if a collision is tested for, it will be determined by the material in the emitter. For the spheres, the material's EnableCollision is set to false, so there should be no collisions.

I can change it so that bBlockZeroExtentTraces and bBlockNonZeroExtentTraces are also set to false, but I don't think that will help.
TheDruidXpawX

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Lets watch and see if anyone else reports it. Maybe it was just a fluke.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Szlat

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Szlat wrote:
I can change it so that bBlockZeroExtentTraces and bBlockNonZeroExtentTraces are also set to false, but I don't think that will help. 
Changed in cvs, but it probably will not help.
TheDruidXpawX

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Let's see if people still report it after the next build

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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By the way, Flak sent me this a while back, and I just forgot to add it to the discussion here.

Flak Monkey wrote:
This may or may not have anything to do with it, but I do know that avrils can be destryed by friendly fire. As this is friendly "activity" it may be being interpreted as an obstruction or fire. Just an atribute of the Avril unlike the rocket launcher. Just a direction to look. 

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
 
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