Archived from groups: alt.games.unreal.tournament2003 (
More info?)
"Dunsinane" <dunsinane@somewhere.com> wrote in message
news:Xns94C7D681A8CA0dunsinaneprovinggrou@204.127.204.17...
> "Cy Edmunds" <cedmunds@spamless.rochester.rr.com> wrote in
news:Qx0ec.38730
> $e17.26770@twister.nyroc.rr.com:
>
> >
> >
> > "Dunsinane" <dunsinane@somewhere.com> wrote in message
> > news:Xns94C727CE3D4CAdunsinaneprovinggrou@204.127.204.17...
> >> "Cy Edmunds" <cedmunds@spamless.rochester.rr.com> wrote in
> >> news:VDKdc.28672$e17.20279@twister.nyroc.rr.com:
> >>
> >> > "gusmeister" <gusmeister_NOSPAM_@sympatico.ca> wrote in message
> >> > news:yQJdc.16484$BF2.1302962@news20.bellglobal.com...
> >> >> In the UT2004 demo, there's a Redeemer on top of the tower in the
> >> >> middle
> >> > of
> >> >> the Onslaught map. When I fire (or alt-fire) it, it does not always
> >> >> cause an explosion. Does anyone know why? Is there maybe a limit
to
> >> >> the
> >> > distance
> >> >> the rocket can fly?
> >> >>
> >> >>
> >> >
> >> > It's getting shot down by enemy fire.
> >> >
> >>
> >> Or it's running out of range. There *is* a limit.
> >
> > What makes you think that?
> >
>
> Because I've had it die in Instant Action maps with no bots or players to
> shoot it down.
😉
You must have run into a "glass wall" -- an invisible plane on the map
designed to make sure the players stay in place. I don't have the 2004
source code but it is clear from the 2003 code that there is no provision
for blowing up RedeemerWarhead types based on timing.
--
Cycho{HHR}
http://home.rochester.rr.com/cyhome/