I want their lights to work and make it so they can 'raise' 'aim' --- the 3 fire mode problem - code beyond my ability to fix.
My HappyHour sky mesh is 99 polys, the old KF sky mesh is about 600 polys. Can you notice any difference in the skybox visual?
QuoteMy HappyHour sky mesh is 99 polys, the old KF sky mesh is about 600 polys. Can you notice any difference in the skybox visual?No visual difference for me. Also, HappyHour is pretty optimized - it wasn't cause slow down on my previous laptop.Well, this is another great news Ehh, can't wait for v3 release... last thing i was waiting so hard is a Dead Space 2
class SingleAttachment extends KFFlashlightAttachment;var Actor TacShine;var Effects TacShineCorona;var bool bBeamEnabled;// Prevents tracers from spawning if player is using the flashlight functionsimulated event ThirdPersonEffects(){ if( Flashlightswitch==1 ) return; Super.ThirdPersonEffects();}simulated function Destroyed(){ if ( TacShineCorona != None ) TacShineCorona.Destroy(); if ( TacShine != None ) TacShine.Destroy(); Super.Destroyed();}simulated function UpdateTacBeam( float Dist ){ local vector Sc; if( !bBeamEnabled ) { ChangeIdleToSecondary(); if (TacShine == none ) { TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,); AttachToBone(TacShine,'FlashBone3P'); TacShine.RemoteRole = ROLE_None; } else TacShine.bHidden = False; if (TacShineCorona == none ) { TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,); AttachToBone(TacShineCorona,'FlashBone3P'); TacShineCorona.RemoteRole = ROLE_None; } TacShineCorona.bHidden = False; bBeamEnabled = True; } Sc = TacShine.DrawScale3D; Sc.Y = FClamp(Dist/90.f,0.02,1.f); if( TacShine.DrawScale3D!=Sc ) TacShine.SetDrawScale3D(Sc);}simulated function TacBeamGone(){ if( bBeamEnabled ) { ChangeIdleToPrimary(); if (TacShine!=none ) TacShine.bHidden = True; if (TacShineCorona!=none ) TacShineCorona.bHidden = True; bBeamEnabled = False; }}
...about the 3 firingmodes thing:I just have taken a look in the actor class section of the UnrealEd. I confess this game is very complex - maybe too complex for me, but after searching a long while I finally found something interesting.What I want is to give Snipe some inspiration...Well, just let me tell about my idea:Let's say for the first we make a simple flashlight, maybe based on the pistol script located in Actor/InventoryAttachment/WeaponAttachment/xWeaponattachment/KFWeaponAttachment/SingleAttachmentMaybe the flashlight code will look like this:Code: [Select]class SingleAttachment extends KFFlashlightAttachment;var Actor TacShine;var Effects TacShineCorona;var bool bBeamEnabled;// Prevents tracers from spawning if player is using the flashlight functionsimulated event ThirdPersonEffects(){ if( Flashlightswitch==1 ) return; Super.ThirdPersonEffects();}simulated function Destroyed(){ if ( TacShineCorona != None ) TacShineCorona.Destroy(); if ( TacShine != None ) TacShine.Destroy(); Super.Destroyed();}simulated function UpdateTacBeam( float Dist ){ local vector Sc; if( !bBeamEnabled ) { ChangeIdleToSecondary(); if (TacShine == none ) { TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,); AttachToBone(TacShine,'FlashBone3P'); TacShine.RemoteRole = ROLE_None; } else TacShine.bHidden = False; if (TacShineCorona == none ) { TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,); AttachToBone(TacShineCorona,'FlashBone3P'); TacShineCorona.RemoteRole = ROLE_None; } TacShineCorona.bHidden = False; bBeamEnabled = True; } Sc = TacShine.DrawScale3D; Sc.Y = FClamp(Dist/90.f,0.02,1.f); if( TacShine.DrawScale3D!=Sc ) TacShine.SetDrawScale3D(Sc);}simulated function TacBeamGone(){ if( bBeamEnabled ) { ChangeIdleToPrimary(); if (TacShine!=none ) TacShine.bHidden = True; if (TacShineCorona!=none ) TacShineCorona.bHidden = True; bBeamEnabled = False; }}You also have to add a flashlight script where you attach this script to (it should have a function/variable called "Flashlightswitch").And you have to find a way to bind that flashlight to a button on the keyboard.The Flashlight must not be scripted like a weapon - It should work whenever you press your light key.[...this should be enough for the beta version of firingmode 3 ...]If you have done all this I MAYBE have an idea for the next step - but to explain this step in short: you should find a way to make this flashlight case-sensitive, which means you can only turn it on if you have changed to a weapon which ALLOWS a flashlight...I hope I could help you a little bit
If you want to help I suggest you change some UT/KF code on some object or weapon, compile it with UCC. Then see how UT reacts to your changes. In that way you learn how UT reacts, and add knowledge to your intuitive approach.
Quote from: Snipe34 on August 14, 2011, 01:04If you want to help I suggest you change some UT/KF code on some object or weapon, compile it with UCC. Then see how UT reacts to your changes. In that way you learn how UT reacts, and add knowledge to your intuitive approach.The UT code drives me mad :/I also tried to work around the broken welder display if you play the game under Linux - I wanted to copy the welder display script into the script for the HUD. Well, finding the necessary lines was easy, but I don't know how to port it to the HUD script -.-I have absolutely no idea what to write in a script :/