Wow, just found out why the Pulse Rifle kept ignoring my efforts to make it use the Shock Rifle's damage type. (WILDCARD!!!!)
The weapon has this default setting, despite not being used:
So it ends up changing the damage type from 'jolted' to 'Pulsed', which is why the Pulse Rifle can kill rubber suiters.Code:ProjectileClass=Class'Botpack.PlasmaSphere'
And the LC version used that as base, lucky for us it can be fixed on LCWeapons by nulling out that property.
Will be adding a reminder on the first post anyways.
- - - Updated - - -
LCWeapons_0017 up on Dev2 server, soon to be on Dev1.
unreal://193.111.136.210:7788
The changelog would be this.
Quote:
Fixed critical exploit that allows damaging any pawn regardless of damage restrictions (teamkill).
Minigun:
- Fixed effects not spawning properly on owner client when aiming down.
- Fixed alt-fire animation desync between clients and server.
- Can use TIW firerates if specified on the server config.
Old Minigun:
- Fixed missing alt-fire effects on clients.
- Fixed firing behaviour being that of the UT minigun.
Shock Rifle (and derivates):
- Alt fire uses experimental simulation when prediction is enabled.
ASMD Pulse Rifle:
- Can have team colored shock effects (no weapon skin yet).
Position advancer:
- Less encroachment checks done (faulty epic code here) during prediction.
- Prediction for PHYS_Falling objects much more precise.
- Now grabs the player's own projectiles for advanced prediction.
** Should get rid of badly simulated explosions and other visual oddities.
XC_Engine v17 servers: bandwidth saved by not sending hidden effects to the owner client.