Updated version of the quadshot. Changes are because of fix proposal by CodeX and also to tone down the damage a little bit/fix the "Weapon" item name.





24.09.2015 CodeX


This version of the QuadShot generates many script warnings in the (server) console when it is fired and the TraceShot()-function does not return an actor. For example when firing the weapon in the sky or any long distance (>10000).
The UnrealI.Rifle has the same bug, but there it is less severe since it fires slowly one shot at a time. Whereas the QuadShot fires much more pellets per shot.
This can temporarily "break" the game console in a way that I cannot see new input and it lags if the console is open since all the text gets printed.


Example:
ScriptWarning: UPSXQuadShot thesunspire.UPSXQuadShot0 (Function upsxquad.UPSXQuadShot.ProcessTraceHit:0120) Accessed None 'Other'
ScriptWarning: UPSXQuadShot thesunspire.UPSXQuadShot0 (Function upsxquad.UPSXQuadShot.ProcessTraceHit:0136) Accessed None 'Other'
ScriptWarning: UPSXQuadShot thesunspire.UPSXQuadShot0 (Function upsxquad.UPSXQuadShot.ProcessTraceHit:008D) Accessed None 'Other'
ScriptWarning: UPSXQuadShot thesunspire.UPSXQuadShot0 (Function upsxquad.UPSXQuadShot.ProcessTraceHit:00EA) Accessed None 'Other'


I propose to fix this by adding "(Other != None)" to the ProcessTraceHit()-function of the UPSXQuadShot