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Monthly Archives: January 2011

OK, here’s this rand() cycle’s round of Things That Did Happen:

[1.] FINALLY FIXED the SpawnWhenTriggered Patroling fuckery a few days ago, HELL YES. All I had to do was create an OldPhysics variable, get the current Physics at the start of the game and store it there, then set Physics to none and back to OldPhysics when bringing the pawn out of stasis. That was IT! So simple; I don’t know why I never thought to try that earlier.

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Aww yeuh, got some good stuff added in the past few days: EXUMoreGore and support for multiple scalable damage resistances and weaknesses in EXUScriptedPawn! Our monsters are no longer limited to just a ReducedDamageType and ReducedDamagePct; you can have up to (currently) TEN different damage type assessments, and they don’t have to be just for reducing damage!

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