Hi Helen,
just noticed the many warnings in my log-file while playing DM-Remorc-se.unr on the mountain.
ScriptWarning: ParticleSpawner DM-Remorc-se.ParticleSpawner6 (Function DM-Remorc-se.ParticleSpawner.Timer:0085) Attempt to assigned variable through None
ScriptWarning: ParticleSpawner DM-Remorc-se.ParticleSpawner6 (Function DM-Remorc-se.ParticleSpawner.Timer:0091) Accessed None
(they repeat many times)
Apparently the particles cannot spawn in the walls. The author of the mod knew this and wrote it in the header.
He also mentioned slow downs, but I only have them if the game console is active.
Next time you make an upgrade to the map, you may want to fix this by moving the
ParticleSpawner away from the walls or by modifying the script.
I have done the latter already and it prevents the warnings. For this I added two lines of code to the Timer() function and moved another one more to the top.
old simulated function Timer()
{
if(bInline)
p = Spawn(class'PSParticle',,,Location+Vector(Rotation)*FRand() * ParticleSpawnRadius);
else
{
NewLoc = VRand() * ParticleSpawnRadius + Location;
NewLoc.z = Location.z;
p = Spawn(class'PSParticle',,,NewLoc);
}
p.Texture = ParticleTexture;
p.DrawScale = RandRange(ParticleSizeMin, ParticleSizeMax);
p.PLife = RandRange(ParticleLifeSpanMin, ParticleLifeSpanMax);
p.Acceleration.z = RandRange(ParticleSpeedMin, ParticleSpeedMax);
if(ParticleLightType != LT_None)
{
p.LightEffect = ParticleLightEffect;
p.LightType = ParticleLightType;
p.LightBrightness = ParticleLightBrightness;
p.LightHue = ParticleLightHue;
p.LightSaturation = ParticleLightSaturation;
p.LightRadius = ParticleLightRadius;
}
SetTimer( RandRange(ParticleDelayMin,ParticleDelayMin) , False );
}
new simulated function Timer()
{
if(bInline)
p = Spawn(class'PSParticle',,,Location+Vector(Rotation)*FRand() * ParticleSpawnRadius);
else
{
NewLoc = VRand() * ParticleSpawnRadius + Location;
NewLoc.z = Location.z;
p = Spawn(class'PSParticle',,,NewLoc);
}
SetTimer(RandRange(ParticleDelayMin,ParticleDelayMin) , False );
if ( p == None )
return;
p.Texture = ParticleTexture;
p.DrawScale = RandRange(ParticleSizeMin, ParticleSizeMax);
p.PLife = RandRange(ParticleLifeSpanMin, ParticleLifeSpanMax);
p.Acceleration.z = RandRange(ParticleSpeedMin, ParticleSpeedMax);
if(ParticleLightType != LT_None)
{
p.LightEffect = ParticleLightEffect;
p.LightType = ParticleLightType;
p.LightBrightness = ParticleLightBrightness;
p.LightHue = ParticleLightHue;
p.LightSaturation = ParticleLightSaturation;
p.LightRadius = ParticleLightRadius;
}
}