Link Nuke Flipping...

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pooty
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Link Nuke Flipping...

Post by pooty »

Mostly for Snarf, the link nuke that flips on Minus-Kitchensink is probably because that map uses different node actors, instead of using default ONSPowerNodeNeutral it uses ONSPowerNodeSpecial from https://wiki.beyondunreal.com/User:Worm ... htSpecials
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Re: Link Nuke Flipping...

Post by captainsnarf »

Is there a .u file for ONSPowerNodeSpecial somewhere or is it embedded in the map? I believe it's also in ONS-Goliath and ONS-Pistola (mine). TotalBurn helped me with Pistola so I'm not sure how he added it. Maybe copy/paste from another map?
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Re: Link Nuke Flipping...

Post by YEAAAHHHHHHHHHH »

The link is not supposed to flip a node, correct?

I was under the impression we changed it so that it only builds or destroys a node and not both. It seems to sometimes do both but I can't find a pattern as to why. I thought it was when I'd shoot next to a node and not directly at it, but that failed once at a critical moment on Minus last night.
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pooty
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Re: Link Nuke Flipping...

Post by pooty »

Is there a .u file for ONSPowerNodeSpecial somewhere or is it embedded in the map?
It's embedded in the map but there's three versions on the server, not sure which one was embedded, was before my time.

http://www.omnipotents.com/omni-ut2004- ... ials.u.uz2
http://www.omnipotents.com/omni-ut2004- ... als2.u.uz2
http://www.omnipotents.com/omni-ut2004- ... _RNH.u.uz2

Those support things like countdown node (in Tyrant Randomizer) and variable sphere height above the node.
I was under the impression we changed it so that it only builds or destroys a node and not both. It seems to sometimes do both but I can't find a pattern as to why.
We think its because it uses a different power node and reacts differently...so we are trying to figure it out.
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Re: Link Nuke Flipping...

Post by captainsnarf »

Thanks pooty! I'll check it out when I get off work
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Re: Link Nuke Flipping...

Post by captainsnarf »

Hmm, I went to decompress it and it turns out I already have them in my system folder. It's either OnslaughtSpecials2 or OnslaughtSpecials2_RNH. I don't have the first one so that's probably not it.

ONSPowerNodeSpecial.uc is nearly a thousand lines. :cry:
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Re: Link Nuke Flipping...

Post by captainsnarf »

Ok, the bug *is* being caused by power node special. Confirmed.

Not sure what the fix is but at least we know why now.
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Re: Link Nuke Flipping...

Post by captainsnarf »

Ok, this is fixed now.
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Re: Link Nuke Flipping...

Post by pooty »

Did you check it into git?

Reason I ask is both Wraith/Odin have issues linking to those nodes (specifically the sphere, base works) and I think its related.
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Re: Link Nuke Flipping...

Post by captainsnarf »

Yes, it's checked in.

The fix was pretty small.

In HurtRadius, I checked the actor to see if it was a node, if it was enemy node, and if it had health > 0 ( so we were destroying a node). If true then I'd keep track of the node to know if we needed to heal it or not.

For whatever reason with ONSPowerNodeSpecial the health was already 0 so my > 0 check was failing. I changed it to check if CoreStage != 4 instead.

I did not check-in the ONSPowerNodeSpecial code. If you need it to examine, I used the ucc command to extract it.

Code: Select all

ucc batchexport OnslaughtSpecial2.u class uc ..\OnslaughtSpecial2\Classes
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