yo guys, i would like to know how to fix this "sliding player bug"
this "sliding player bug" appears when the game has ended, every player that is not controlled by you, will slide horizontally until they get stuck in walls etc
now, ive seen this happening in many gametypes, so i guess this is a bug in the original UT code?
i would like to have all players frozen in their positions when the game has ended
any ideas on how to fix this bug?
how to fix the endgame sliding player bug?
Re: how to fix the endgame sliding player bug?
Good topic. I find it also highly annoying. Although it brings sometimes funny moments, falling in lava or water.
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Re: how to fix the endgame sliding player bug?
In most cases this avoids that Game-End-Gliding-Player in my server:
In theory the code "P.SetLocation(P.Location)" should have no effect; I did not test that.
Code: Select all
function bool SetEndCams(string Reason) {
...
for (P = Level.PawnList; P != None; P = P.nextPawn)
{
// remove velocity and freeze player:
P.Velocity = vect(0,0,0);
P.Acceleration = vect(0,0,0);
P.SetPhysics(PHYS_None);
P.SetLocation(P.Location);
if (P.bIsPlayer && ((BestPawn == None) || (P.PlayerReplicationInfo.Score > BestPawn.PlayerReplicationInfo.Score)))
BestPawn = P;
}
...
"If Origin not in center it be not in center." --Buggie
Re: how to fix the endgame sliding player bug?
thank you for your correct answer, this works as desiredBarbie wrote:Code: Select all
function bool SetEndCams(string Reason) { ... for (P = Level.PawnList; P != None; P = P.nextPawn) { // remove velocity and freeze player: P.Velocity = vect(0,0,0); P.Acceleration = vect(0,0,0); P.SetPhysics(PHYS_None); P.SetLocation(P.Location); if (P.bIsPlayer && ((BestPawn == None) || (P.PlayerReplicationInfo.Score > BestPawn.PlayerReplicationInfo.Score))) BestPawn = P; } ...
Re: how to fix the endgame sliding player bug?
Gonna include this in XC_Engine's script patcher... if I remember to.
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