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Level Design Problem with emitter in netplay... narrowed problem but need help

gunslingor

Grizzled Veteran
Jan 11, 2011
232
56
So, my buddy made this really cool lightshaft as a mutator, but the mutator package was crashing servers, so I decompiled it and rather than making this a mutator I tried just reapply the settings I found in the .uc file to a fresh emitter actor. It looks and works perfect in solo mode, but in net play my server is trying to download the map to me even though I just gave the server the fresh version (everything is where it should be in the folder structure). I tried to recompile the map and after I compiled the error report said something like "bNoDelete is set to false, bNoDelete is set to false by default, will fail in netplay" for each of these lightshafts (7 total in a single room). So I tried setting it to true for all the emitters and the error disappeared upon recompile...but my server still want me to download the new map I again uploaded... Can someone please try to make an emitter with these settings, put 6 of them in a room with different colors, and see what the heck is happening.. AHHHHH! sorry, many hours wasted.

class picturelightshaft extends Emitter;

defaultproperties
{
Begin Object Class=SpriteEmitter Name=SpriteEmitter97
FadeOut=True
FadeIn=True
UseSizeScale=True
UseRegularSizeScale=False
UniformSize=True
ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
Opacity=0.040000
FadeOutStartTime=1.200000
FadeInEndTime=1.200000
MaxParticles=20
UseRotationFrom=PTRS_Actor
SizeScale(0)=(RelativeTime=1.000000,RelativeSize=16.000000)
StartSizeRange=(X=(Min=10.000000,Max=10.000000),Y=(Min=10.000000,Max=10.000000),Z=(Min=10.000000,Max=10.000000))
DrawStyle=PTDS_AlphaBlend
Texture=Texture'KFX.MetalHitKF2'
StartVelocityRange=(Y=(Min=10.000000,Max=10.000000),Z=(Min=-10.000000,Max=-10.000000))
WarmupTicksPerSecond=1.000000
RelativeWarmupTime=1.000000
End Object
Emitters(0)=SpriteEmitter'PalaceMuts.picturelightshaft.SpriteEmitter97'

bNoDelete=False
DrawScale=0.250000
}

Note: You get the best effects by changing the color values of the emitter.