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  1. #11
    Moderator .seVered.]['s Avatar
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    Perhaps add Enemy.Health check in 'function Pawn FindEnemy()' of sgProtector.uc

    Code:
    function Pawn FindEnemy()
    {
        local Pawn p;
        local float eDist;
    
        //Should be applied during upgrade, does the function Upgraded() properly work?
    //    SightRadius = 1000 + 1750*Grade;
    
        if ( Enemy != none )
        {
            eDist = VSize( Enemy.Location - Location);
            if ( (eDist > SightRadius) || !ShouldAttack(Enemy) )
                Enemy = none;
            else
            {
                eDist -= 1;
                foreach RadiusActors(class'Pawn', p, eDist)
                    if ( (VSize(p.Location - Location) < VSize(Enemy.Location - Location)) && ShouldAttack(p) )
                        Enemy = p;
                        if ( Enemy.Health <= 10 )
                            Enemy = none;
                return Enemy;
            }
        }
    Also the projectile should have a Health check in simulated function 'ProcessTouch' of sgProtProj.uc

    Code:
            else if ( Pawn(other) != None && Pawn(other).PlayerReplicationInfo != None && Pawn(other).PlayerReplicationInfo.Team == sgProtector(Owner).Team && Pawn(other).Health <= 10)
                return;
    Last edited by .seVered.][; 02-26-2013 at 04:05 PM.

  2. #12
    Rampage Crsk's Avatar
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    Quote Originally Posted by .seVered.
    Perhaps add Enemy.Health check in 'function Pawn FindEnemy()' of sgProtector.uc
    The protector need to detect enemy activity 'function Pawn FindEnemy()' then decide if send projectiles or not 'function bool ShouldAttack(Pawn enemy)', the rest is projectiles work (visual effect) and the SiegeGI work (damage part).

    I don't know if combining Protector functions will work but if you are trying to fix the Protector issue, i think is necesary modify the SiegeGI class adding new rules for the excepcional cases, the currently rule for the players is good i guess but maybe is needed start from there

    Code:
     
    class SiegeGI extends TeamGamePlus config(SiegeUltimateRC16);
    .
    .
    .
    
    if ( (DamageType == 'sgSpecial') && (Injured.Health - Damage <= 10) )
    	{
    		injured.Health = 10;
    		return 0;
    	}
    In old siege versions 'injured.Health = 10' doesn't exist, in replacement they have 'Damage= 0' what is most realistic though but doesnt matter, nobody will see the chagnge but since what Siege version the protector bug is killing people? maybe this change is taking credit idk :s
    w5ykj

  3. #13
    Moderator ][X][~FLuKE~][X]['s Avatar
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    or it could be the player going around with the name SgProtector, saw him/her playing today.

  4. #14
    Rampage Crsk's Avatar
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    [X][~FLuKE~][X][_{HoF};52719]or it could be the player going around with the name SgProtector, saw him/her playing today.
    AHHAHA

    personally I never see this bug before, I go by what the players say and I don't think this is what happens taking in consideration this bug history but Hahahah
    w5ykj

  5. #15
    Whicked Sick terminator's Avatar
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    Quote Originally Posted by ][X][~FLuKE~][X][_{HoF} View Post
    or it could be the player going around with the name SgProtector, saw him/her playing today.
    <-------

  6. #16
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    its been happening occasionally in every siege version ever made, neve happened to me weirdly enough. but maybe thats cos the protectors know im the BOSS

  7. #17
    Moderator |uK|kenneth's Avatar
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    happend once to me.

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