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Call me Erdrik
19th Jan 2002, 12:45 PM
ya know how UT places the 3rd person weapon meshes on the little triangle in the player model? where is the code for that?

I want to have multiple 'little triangles' so I can have different models hanging off of the player...

ie: got a sword type weapon hanging off his back...

THankee in advance :)

Call me Erdrik
19th Jan 2002, 08:25 PM
Another Question
hee hee chew on this : Im having a problem with some of my code:
~~~~
var(HullStat) class<SR_MiscHull> MiscHull[1];
var int i;

for(i=1;i<10;i++)
if ( MiscHull[i] != None)
{
if (Damage>=1) MiscHull[i].DealDmg(Damage*0.3);
Damage-=(Damage * 0.3);
}

Damage is Declared in the Parent Class.
~~~~
Do you Know Why it gives me a Type MissMatch Error in the First If line?

Update:
fixed :)
needed for(i=1;i<10;i++) to be
for(i=1;i<ArrayCount(MiscHull);i++)
and the array to be more than 1.

But Now:
if (Damage>=1) MiscHull[i].DealDmg(Damage*0.3);
gives an "Unrecognized member 'DealDmg' in class 'Class'" error??

Update:
fixed :)
var actor Piece;
if (MiscHull != None)
{
if (Damage>=1) SR_MiscHull(Piece).DealDmg(Damage*0.3);
Damage-=(Damage * 0.3);
}
needed SR_MiscHull(Piece)...

Kangus
19th Jan 2002, 09:11 PM
nope, but I'd try
var(HullStat) SR_MiscHull MiscHull[1];
instead of
var(HullStat) class<SR_MiscHull> MiscHull[1];

Call me Erdrik
19th Jan 2002, 09:16 PM
nope, but I'd try
var(HullStat) SR_MiscHull MiscHull[1];
instead of
var(HullStat) class<SR_MiscHull> MiscHull[1];

Already tryied it, crashed Ued.

Call me Erdrik
19th Jan 2002, 09:53 PM
Problem solved :D

I posted the info above for future refence ;)

EvilDrWong
20th Jan 2002, 04:19 AM
Originally posted by Call me Erdrik
ya know how UT places the 3rd person weapon meshes on the little triangle in the player model? where is the code for that?

I want to have multiple 'little triangles' so I can have different models hanging off of the player...

ie: got a sword type weapon hanging off his back...

THankee in advance :)

i dinnae think you can. i do believe thats some native stuff for which noone is allowed to mess with else they die. sorry, but i wont tell you anymore, since im at risk just letting people know that much...

Kangus
20th Jan 2002, 01:12 PM
Originally posted by EvilDrWong


i dinnae think you can. i do believe thats some native stuff for which noone is allowed to mess with else they die. sorry, but i wont tell you anymore, since im at risk just letting people know that much...
The infiltration guys did it! not sure how though....

Smoke39
20th Jan 2002, 01:33 PM
You could make an object that just follows the player around. That'd sorta work...

Call me Erdrik
21st Jan 2002, 03:39 PM
well yeah that'd work but what if I want him to grab it off his back and start swinging it around?... Id rather do the triangle thing.. Ill have to ask inf about it....

errrr.... what would be the link to inf?

Kangus
21st Jan 2002, 04:03 PM
http://infiltration.sentrystudios.com

Call me Erdrik
21st Jan 2002, 04:08 PM
thankee :)

Call me Erdrik
21st Jan 2002, 04:11 PM
Update:
fixed
var(HullStat) class<SR_MiscHull> MiscHull;
var actor Piece;
if (MiscHull != None)
{
if (Damage>=1) SR_MiscHull(Piece).DealDmg(Damage*0.3);
Damage-=(Damage * 0.3);
}
needed SR_MiscHull(Piece)...

this allows me to call the functions of SR_Hull but does it call the function from the var(HullStat) class<SR_MiscHull> MiscHull; ??

I was thinking about this last nite and Im not sure....